Merge branch 'main' into claude/peaceful-visvesvaraya-e0a196
# Conflicts: # docs/ISSUES.md # docs/architecture/retail-divergence-register.md
This commit is contained in:
commit
217a4bad69
329 changed files with 81439 additions and 8499 deletions
49
tests/AcDream.App.Tests/FrameProfilerReportTests.cs
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49
tests/AcDream.App.Tests/FrameProfilerReportTests.cs
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|
@ -0,0 +1,49 @@
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|||
using AcDream.App.Diagnostics;
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using Xunit;
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namespace AcDream.App.Tests;
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public class FrameProfilerReportTests
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{
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[Fact]
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public void FormatReport_IsInvariantAndComplete()
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{
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var cpu = new FrameStatsBuffer(16);
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var gpu = new FrameStatsBuffer(16);
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var alloc = new FrameStatsBuffer(16);
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var stages = new[] { new FrameStatsBuffer(16), new FrameStatsBuffer(16), new FrameStatsBuffer(16) };
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for (long i = 1; i <= 10; i++)
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{
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cpu.Push(i * 1000); // 1..10 ms in µs
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gpu.Push(i * 100);
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alloc.Push(i * 1024); // bytes
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stages[0].Push(i * 200);
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stages[1].Push(i * 50);
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stages[2].Push(i * 10);
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}
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string line = FrameProfiler.FormatReport(
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frameCount: 10, cpu: cpu, gpu: gpu, gpuActive: true,
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alloc: alloc, gc0: 3, gc1: 1, gc2: 0, stages: stages);
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Assert.StartsWith("[frame-prof]", line);
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Assert.Contains("n=10", line);
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Assert.Contains("cpu_ms p50=5.0 p95=10.0 p99=10.0 max=10.0", line);
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Assert.Contains("gpu_ms p50=0.5", line);
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Assert.Contains("alloc_kb p50=5.0 max=10.0", line);
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Assert.Contains("gc=3/1/0", line);
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Assert.Contains("upd p50=1.0", line); // stage 0: 200µs·5 = 1.0 ms
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Assert.DoesNotContain(",0", line.Replace("gc=3/1/0", "")); // no comma decimals (invariant culture)
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}
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|
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[Fact]
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public void FormatReport_GpuInactive_SaysWhy()
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{
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var empty = new FrameStatsBuffer(4);
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string line = FrameProfiler.FormatReport(
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frameCount: 0, cpu: empty, gpu: empty, gpuActive: false,
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alloc: empty, gc0: 0, gc1: 0, gc2: 0,
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stages: new[] { empty, empty, empty });
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Assert.Contains("gpu=off(wbdiag)", line);
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}
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}
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59
tests/AcDream.App.Tests/FrameStatsBufferTests.cs
Normal file
59
tests/AcDream.App.Tests/FrameStatsBufferTests.cs
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@ -0,0 +1,59 @@
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using AcDream.App.Diagnostics;
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using Xunit;
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|
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namespace AcDream.App.Tests;
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public class FrameStatsBufferTests
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{
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[Fact]
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public void Percentiles_OnKnownDistribution_AreExact()
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{
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var buf = new FrameStatsBuffer(capacity: 100);
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// 1..100 µs — p50 = 50, p95 = 95, p99 = 99, max = 100.
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for (long i = 1; i <= 100; i++) buf.Push(i);
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Assert.Equal(50, buf.Percentile(0.50));
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Assert.Equal(95, buf.Percentile(0.95));
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Assert.Equal(99, buf.Percentile(0.99));
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Assert.Equal(100, buf.Max());
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}
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|
||||
[Fact]
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public void Push_PastCapacity_KeepsOnlyNewestWindow()
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{
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var buf = new FrameStatsBuffer(capacity: 4);
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foreach (long v in new long[] { 1000, 1000, 1000, 1000, 1, 2, 3, 4 })
|
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buf.Push(v);
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// The four 1000s were overwritten; window is {1,2,3,4}.
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Assert.Equal(4, buf.Count);
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Assert.Equal(4, buf.Max());
|
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Assert.Equal(2, buf.Percentile(0.50));
|
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}
|
||||
|
||||
[Fact]
|
||||
public void Percentile_Empty_ReturnsZero()
|
||||
{
|
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var buf = new FrameStatsBuffer(capacity: 8);
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Assert.Equal(0, buf.Percentile(0.95));
|
||||
Assert.Equal(0, buf.Max());
|
||||
Assert.Equal(0, buf.Count);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Reset_ClearsWindow()
|
||||
{
|
||||
var buf = new FrameStatsBuffer(capacity: 8);
|
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buf.Push(5); buf.Push(7);
|
||||
buf.Reset();
|
||||
Assert.Equal(0, buf.Count);
|
||||
Assert.Equal(0, buf.Percentile(0.5));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Max_AllNegative_ReturnsTrueMax()
|
||||
{
|
||||
var buf = new FrameStatsBuffer(capacity: 4);
|
||||
buf.Push(-5); buf.Push(-2); buf.Push(-9);
|
||||
Assert.Equal(-2, buf.Max());
|
||||
}
|
||||
}
|
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|
|
@ -88,7 +88,6 @@ public class CornerFloodReplayTests
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var portals = new List<CellPortalInfo>();
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var clipPlanes = new List<PortalClipPlane>();
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var portalPolygons = new List<Vector3[]>();
|
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var centroid = (boundsMin + boundsMax) * 0.5f;
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|
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foreach (var portal in envCell.CellPortals)
|
||||
{
|
||||
|
|
@ -106,10 +105,13 @@ public class CornerFloodReplayTests
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|||
var p2 = new Vector3(v2.Origin.X, v2.Origin.Y, v2.Origin.Z);
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var normal = Vector3.Normalize(Vector3.Cross(p1 - p0, p2 - p0));
|
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float d = -Vector3.Dot(normal, p0);
|
||||
float centroidDot = Vector3.Dot(normal, centroid) + d;
|
||||
// InsideSide from the dat PortalSide bit — mirrors the production fix
|
||||
// (GameWindow.BuildLoadedCell): retail InitCell (0x005a4b70) + physics
|
||||
// CellTransit use the dat bit; the old AABB-centroid guess mis-sided thin
|
||||
// connectors (#186). Kept identical here so this replay stays a faithful mirror.
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clipPlanes.Add(new PortalClipPlane
|
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{
|
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Normal = normal, D = d, InsideSide = centroidDot >= 0 ? 0 : 1,
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Normal = normal, D = d, InsideSide = ((ushort)portal.Flags & 0x2) == 0 ? 1 : 0,
|
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});
|
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}
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else
|
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|
|
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|
|
@ -77,7 +77,6 @@ public class Issue113MeetingHallFloodTests
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var portals = new List<CellPortalInfo>();
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var clipPlanes = new List<PortalClipPlane>();
|
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var portalPolygons = new List<Vector3[]>();
|
||||
var centroid = (boundsMin + boundsMax) * 0.5f;
|
||||
|
||||
foreach (var portal in envCell.CellPortals)
|
||||
{
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|
@ -95,10 +94,13 @@ public class Issue113MeetingHallFloodTests
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var p2 = new Vector3(v2.Origin.X, v2.Origin.Y, v2.Origin.Z);
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var normal = Vector3.Normalize(Vector3.Cross(p1 - p0, p2 - p0));
|
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float d = -Vector3.Dot(normal, p0);
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float centroidDot = Vector3.Dot(normal, centroid) + d;
|
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// InsideSide from the dat PortalSide bit — mirrors the production fix
|
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// (GameWindow.BuildLoadedCell): retail InitCell (0x005a4b70) + physics
|
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// CellTransit use the dat bit; the old AABB-centroid guess mis-sided thin
|
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// connectors (#186). Kept identical here so this replay stays a faithful mirror.
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clipPlanes.Add(new PortalClipPlane
|
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{
|
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Normal = normal, D = d, InsideSide = centroidDot >= 0 ? 0 : 1,
|
||||
Normal = normal, D = d, InsideSide = ((ushort)portal.Flags & 0x2) == 0 ? 1 : 0,
|
||||
});
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||||
}
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else
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|
|
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|
@ -0,0 +1,280 @@
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|||
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using AcDream.App.Rendering;
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using DatReaderWriter;
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||||
using DatReaderWriter.Options;
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||||
using Xunit;
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||||
using Xunit.Abstractions;
|
||||
|
||||
namespace AcDream.App.Tests.Rendering;
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||||
|
||||
/// <summary>
|
||||
/// #176 (purple flashing at corridor seams, camera-angle dependent) + #177
|
||||
/// (stairs pop in/out) — headless portal-flood replay in the Facility Hub
|
||||
/// landblock 0x8A02. The unified hypothesis after the dat + draw-path reads:
|
||||
/// both artifacts are FLOOD ADMISSION instability (a cell dropping out of
|
||||
/// PortalVisibilityBuilder's admitted set paints the fog-purple clear color
|
||||
/// where its geometry was; stair cells failing admission = the pop).
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||||
///
|
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/// Production-matched inputs: Build(root, eye, lookup, viewProj,
|
||||
/// buildingMembership: null, drawLiftZ: ShellDrawLiftZ) — the drawLiftZ
|
||||
/// mirrors RetailPViewRenderer.DrawInside.
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///
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/// Scenarios:
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/// A. #177 approach — stand in corridor 0x0178, look +X at the stair ramp
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/// (0x0182) and the lower cell (0x0183): are they admitted?
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/// B. #177 descent — eye path down the ramp crossing into 0x0183: does
|
||||
/// 0x0182 (the ramp geometry's owner) drop near the transit?
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/// C. #176 gaze sweep — eye parked in 0x016E near the 0x017A seam, yaw
|
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/// sweep at several pitches: any cell admitted at angle k, gone at k+1,
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/// back at k+2 (the bistability signature)?
|
||||
/// D. #176 walk — eye tracks down the corridor across two seams, gaze
|
||||
/// locked +X: per-step admitted-set diffs (drop-for-one-step churn).
|
||||
/// </summary>
|
||||
public class Issue176177FacilityHubFloodReplayTests
|
||||
{
|
||||
private const uint FacilityHub = 0x8A020000u;
|
||||
|
||||
private readonly ITestOutputHelper _out;
|
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public Issue176177FacilityHubFloodReplayTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
private static Matrix4x4 ViewProjFor(Vector3 eye, Vector3 gazeDir)
|
||||
{
|
||||
var view = Matrix4x4.CreateLookAt(eye, eye + gazeDir, Vector3.UnitZ);
|
||||
var proj = Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1280f / 720f, 0.1f, 5000f);
|
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return view * proj;
|
||||
}
|
||||
|
||||
private static List<uint> Flood(
|
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Dictionary<uint, LoadedCell> cells, uint rootId, Vector3 eye, Vector3 gazeDir)
|
||||
{
|
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Func<uint, LoadedCell?> lookup = id => cells.TryGetValue(id, out var c) ? c : null;
|
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var frame = PortalVisibilityBuilder.Build(
|
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cells[rootId], eye, lookup, ViewProjFor(eye, gazeDir),
|
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buildingMembership: null,
|
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drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ);
|
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var result = new List<uint>(frame.OrderedVisibleCells);
|
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result.Sort();
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return result;
|
||||
}
|
||||
|
||||
private static string CellSetString(IEnumerable<uint> ids)
|
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=> string.Join(" ", ids.Select(id => $"{id & 0xFFFFu:X4}"));
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||||
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||||
[Fact]
|
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public void ScenarioA_StairApproach_AdmissionsFromCorridor()
|
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{
|
||||
var datDir = CornerFloodReplayTests.ResolveDatDir();
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||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
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var cells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
|
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Assert.True(cells.ContainsKey(FacilityHub | 0x0178u), "0x0178 not loaded");
|
||||
|
||||
// 0x0178 spans x<=95 at z −6..−3 (floor −6); the ramp cell 0x0182 runs
|
||||
// x 95→98.33 descending; 0x0183 continues at z −9 beyond x=98.33.
|
||||
// Eye at standing height (~1.7 m above the −6 floor), approaching the
|
||||
// stair portal at x=95, gazing +X with a slight downward pitch (the
|
||||
// natural look at a descending stair).
|
||||
foreach (float eyeX in new[] { 88f, 90f, 92f, 94f, 94.9f })
|
||||
{
|
||||
var eye = new Vector3(eyeX, -40f, -4.3f);
|
||||
foreach (var (gaze, label) in new (Vector3, string)[]
|
||||
{
|
||||
(new Vector3(1f, 0f, 0f), "level"),
|
||||
(Vector3.Normalize(new Vector3(1f, 0f, -0.35f)), "pitch-19"),
|
||||
(Vector3.Normalize(new Vector3(1f, 0f, -0.7f)), "pitch-35"),
|
||||
})
|
||||
{
|
||||
var visible = Flood(cells, FacilityHub | 0x0178u, eye, gaze);
|
||||
bool ramp = visible.Contains(FacilityHub | 0x0182u);
|
||||
bool lower = visible.Contains(FacilityHub | 0x0183u);
|
||||
_out.WriteLine($"eyeX={eyeX,5:F1} gaze={label,-8} flood={visible.Count,2} " +
|
||||
$"ramp0182={(ramp ? "Y" : "MISSING")} lower0183={(lower ? "Y" : "MISSING")} " +
|
||||
$"[{CellSetString(visible)}]");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ScenarioB_StairDescent_RampCellRetention()
|
||||
{
|
||||
var datDir = CornerFloodReplayTests.ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var cells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
|
||||
|
||||
// Descend the ramp: floor z goes −6 (x=95) → −9 (x=98.33), then flat.
|
||||
// Eye rides ~1.7 m above the local floor. Root = the cell containing
|
||||
// the eye by x-range (0x0178 x<95, ramp 0x0182 95..98.33, 0x0183 after).
|
||||
// Gaze: forward and slightly down (running down stairs).
|
||||
var gazeDir = Vector3.Normalize(new Vector3(1f, 0f, -0.4f));
|
||||
List<uint>? prev = null;
|
||||
for (float x = 94.0f; x <= 100.5f; x += 0.1f)
|
||||
{
|
||||
float floorZ = x < 95f ? -6f
|
||||
: x < 98.333f ? -6f - 3f * (x - 95f) / 3.333f
|
||||
: -9f;
|
||||
var eye = new Vector3(x, -40f, floorZ + 1.7f);
|
||||
uint rootId = x < 95f ? FacilityHub | 0x0178u
|
||||
: x < 98.333f ? FacilityHub | 0x0182u
|
||||
: FacilityHub | 0x0183u;
|
||||
|
||||
var visible = Flood(cells, rootId, eye, gazeDir);
|
||||
bool ramp = visible.Contains(FacilityHub | 0x0182u);
|
||||
bool upper = visible.Contains(FacilityHub | 0x0178u);
|
||||
|
||||
string diff = "";
|
||||
if (prev is not null)
|
||||
{
|
||||
var removed = prev.Except(visible).ToList();
|
||||
var added = visible.Except(prev).ToList();
|
||||
if (removed.Count > 0) diff += $" REMOVED=[{CellSetString(removed)}]";
|
||||
if (added.Count > 0) diff += $" added=[{CellSetString(added)}]";
|
||||
}
|
||||
_out.WriteLine($"x={x,6:F1} root={rootId & 0xFFFFu:X4} eyeZ={eye.Z,6:F2} flood={visible.Count,2} " +
|
||||
$"ramp0182={(ramp ? "Y" : "MISSING")} up0178={(upper ? "Y" : "-")}{diff}");
|
||||
prev = visible;
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ScenarioC_CorridorSeamGazeSweep_Bistability()
|
||||
{
|
||||
var datDir = CornerFloodReplayTests.ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var cells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
|
||||
|
||||
// Parked eye in 0x016E near the 0x017A seam (x=85), standing height.
|
||||
var eye = new Vector3(83.5f, -40f, -4.3f);
|
||||
uint rootId = FacilityHub | 0x016Eu;
|
||||
|
||||
int churnEvents = 0;
|
||||
foreach (float pitchZ in new[] { 0f, -0.35f, -0.75f, -1.2f })
|
||||
{
|
||||
List<uint>? prevSet = null;
|
||||
float prevYaw = 0f;
|
||||
var perYawSets = new List<(float yaw, List<uint> set)>();
|
||||
for (float yawDeg = -180f; yawDeg <= 180f; yawDeg += 2f)
|
||||
{
|
||||
float rad = yawDeg * MathF.PI / 180f;
|
||||
var gaze = Vector3.Normalize(new Vector3(MathF.Cos(rad), MathF.Sin(rad), pitchZ));
|
||||
var visible = Flood(cells, rootId, eye, gaze);
|
||||
perYawSets.Add((yawDeg, visible));
|
||||
|
||||
if (prevSet is not null)
|
||||
{
|
||||
var removed = prevSet.Except(visible).ToList();
|
||||
var added = visible.Except(prevSet).ToList();
|
||||
if (removed.Count > 0 || added.Count > 0)
|
||||
{
|
||||
_out.WriteLine($"pitch={pitchZ,5:F2} yaw {prevYaw,6:F0}->{yawDeg,6:F0}: " +
|
||||
$"flood {prevSet.Count}->{visible.Count}" +
|
||||
(removed.Count > 0 ? $" REMOVED=[{CellSetString(removed)}]" : "") +
|
||||
(added.Count > 0 ? $" added=[{CellSetString(added)}]" : ""));
|
||||
}
|
||||
}
|
||||
prevSet = visible;
|
||||
prevYaw = yawDeg;
|
||||
}
|
||||
|
||||
// Bistability: a cell present at yaw k, absent at k+1, present at k+2.
|
||||
for (int i = 2; i < perYawSets.Count; i++)
|
||||
{
|
||||
var flicker = perYawSets[i - 2].set
|
||||
.Intersect(perYawSets[i].set)
|
||||
.Except(perYawSets[i - 1].set)
|
||||
.ToList();
|
||||
if (flicker.Count > 0)
|
||||
{
|
||||
churnEvents++;
|
||||
_out.WriteLine($">>> BISTABLE pitch={pitchZ:F2} yaw={perYawSets[i - 1].yaw:F0}: " +
|
||||
$"cells [{CellSetString(flicker)}] dropped for ONE 2-degree step");
|
||||
}
|
||||
}
|
||||
}
|
||||
_out.WriteLine($"bistable one-step drop events: {churnEvents}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// THE production lag-window scenario (from launch-137-gate2.log
|
||||
/// [cell-transit] lines): membership transits fire 0.1–0.6 m PAST the
|
||||
/// portal plane in the travel direction (016E→017A at x=85.33–85.47 vs
|
||||
/// the plane at x=85.00; 0182→0183 at 98.56–98.64 vs 98.33). The render
|
||||
/// root (viewer cell, same membership machinery) therefore holds the OLD
|
||||
/// cell while the camera eye is already beyond the boundary portal's
|
||||
/// plane. This scenario reproduces exactly that window: root=old cell,
|
||||
/// eye stepped across and past the plane, gaze forward. If the forward
|
||||
/// chain (the next corridor cells) drops inside the window, that is #176
|
||||
/// (purple = fog clear color where the forward cells' geometry was) and
|
||||
/// #177(a)/(c) at the stair transit.
|
||||
/// </summary>
|
||||
[Theory]
|
||||
[InlineData(0x016Eu, 0x017Au, 85.00f, -4.3f)] // corridor seam, plane x=85
|
||||
[InlineData(0x0182u, 0x0183u, 98.333f, -7.3f)] // stair-bottom transit, plane x=98.33
|
||||
public void ScenarioE_RootLagWindow_ForwardChainRetention(
|
||||
uint rootLow, uint forwardLow, float planeX, float eyeZ)
|
||||
{
|
||||
var datDir = CornerFloodReplayTests.ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var cells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
|
||||
|
||||
uint rootId = FacilityHub | rootLow;
|
||||
uint forwardId = FacilityHub | forwardLow;
|
||||
var gazeDir = Vector3.Normalize(new Vector3(1f, 0f, -0.3f));
|
||||
|
||||
_out.WriteLine($"root=0x{rootLow:X4} forward=0x{forwardLow:X4} plane x={planeX:F2} " +
|
||||
"(eye sweeps across; root HELD at the old cell = the production lag window)");
|
||||
foreach (float dx in new[] { -0.30f, -0.10f, -0.02f, 0.00f, 0.02f, 0.05f, 0.10f, 0.20f, 0.30f, 0.45f, 0.60f })
|
||||
{
|
||||
var eye = new Vector3(planeX + dx, -40f, eyeZ);
|
||||
var visible = Flood(cells, rootId, eye, gazeDir);
|
||||
bool fwd = visible.Contains(forwardId);
|
||||
_out.WriteLine($" eyeX=plane{(dx >= 0 ? "+" : "")}{dx:F2} flood={visible.Count,2} " +
|
||||
$"forward={(fwd ? "Y" : ">>> DROPPED <<<")} [{CellSetString(visible)}]");
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ScenarioD_CorridorWalk_PerStepChurn()
|
||||
{
|
||||
var datDir = CornerFloodReplayTests.ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var cells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
|
||||
|
||||
// Walk 0x0165 → 0x016E → 0x017A along y=−40 (seams at x=75 and x=85),
|
||||
// gaze locked +X, slight downward pitch (the running view). Root flips
|
||||
// by x-range at the seams (the camera transits the same portals).
|
||||
var gazeDir = Vector3.Normalize(new Vector3(1f, 0f, -0.3f));
|
||||
List<uint>? prev = null;
|
||||
int churn = 0;
|
||||
for (float x = 71f; x <= 89f; x += 0.05f)
|
||||
{
|
||||
uint rootId = x < 75f ? FacilityHub | 0x0165u
|
||||
: x < 85f ? FacilityHub | 0x016Eu
|
||||
: FacilityHub | 0x017Au;
|
||||
if (!cells.ContainsKey(rootId)) continue;
|
||||
var eye = new Vector3(x, -40f, -4.3f);
|
||||
var visible = Flood(cells, rootId, eye, gazeDir);
|
||||
|
||||
if (prev is not null)
|
||||
{
|
||||
var removed = prev.Except(visible).ToList();
|
||||
var added = visible.Except(prev).ToList();
|
||||
if (removed.Count > 0 || added.Count > 0)
|
||||
{
|
||||
churn++;
|
||||
_out.WriteLine($"x={x,6:F2} root={rootId & 0xFFFFu:X4} flood={visible.Count,2}" +
|
||||
(removed.Count > 0 ? $" REMOVED=[{CellSetString(removed)}]" : "") +
|
||||
(added.Count > 0 ? $" added=[{CellSetString(added)}]" : ""));
|
||||
}
|
||||
}
|
||||
prev = visible;
|
||||
}
|
||||
_out.WriteLine($"admitted-set change events over the walk: {churn}");
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,560 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using AcDream.App.Rendering;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Rendering;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.Options;
|
||||
using DatEnvCell = DatReaderWriter.DBObjs.EnvCell;
|
||||
using DatEnvironment = DatReaderWriter.DBObjs.Environment;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
|
||||
namespace AcDream.App.Tests.Rendering;
|
||||
|
||||
/// <summary>
|
||||
/// #177 decisive full-chain replay: drive the REAL <see cref="RetailChaseCamera"/>
|
||||
/// + REAL <see cref="PhysicsCameraCollisionProbe"/> down the Facility Hub
|
||||
/// staircase against the REAL BSP, then feed the swept (ViewerCellId, eye,
|
||||
/// View*Projection) into <see cref="PortalVisibilityBuilder.Build"/> — exactly
|
||||
/// the production coupling (GameWindow ~9055-9065 + RetailPViewRenderer.DrawInside).
|
||||
///
|
||||
/// The earlier Issue176177 replays fed SYNTHETIC (root, eye) pairs: Scenario A
|
||||
/// admitted the stairs fine from a coherent corridor root, Scenario E collapsed
|
||||
/// the flood 12->1 but only because it HELD the root at the old cell while the
|
||||
/// eye crossed a portal plane. This test removes the assumption: the root IS the
|
||||
/// swept camera cell, the eye IS the swept camera eye, both from the same sweep.
|
||||
/// If the stairs still collapse, #177 is a production root/eye coupling defect
|
||||
/// and the printed per-portal side-test D names the failing gate. If they stay
|
||||
/// admitted, the flood is exonerated and the artifact lives downstream.
|
||||
/// </summary>
|
||||
public class Issue177StairDescentCameraFloodTests
|
||||
{
|
||||
private const uint FacilityHub = 0x8A020000u;
|
||||
|
||||
private readonly ITestOutputHelper _out;
|
||||
public Issue177StairDescentCameraFloodTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
private static string? ResolveDatDir()
|
||||
{
|
||||
var fromEnv = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR");
|
||||
if (!string.IsNullOrWhiteSpace(fromEnv) && Directory.Exists(fromEnv)) return fromEnv;
|
||||
var def = Path.Combine(
|
||||
Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
|
||||
"Documents", "Asheron's Call");
|
||||
return Directory.Exists(def) ? def : null;
|
||||
}
|
||||
|
||||
private static PhysicsEngine BuildHubEngine(DatCollection dats)
|
||||
{
|
||||
var cache = new PhysicsDataCache();
|
||||
var engine = new PhysicsEngine { DataCache = cache };
|
||||
for (uint low = 0x0100u; low <= 0x01FFu; low++)
|
||||
{
|
||||
uint id = FacilityHub | low;
|
||||
var datCell = dats.Get<DatEnvCell>(id);
|
||||
if (datCell is null) continue;
|
||||
var environment = dats.Get<DatEnvironment>(0x0D000000u | datCell.EnvironmentId);
|
||||
if (environment is null) continue;
|
||||
if (!environment.Cells.TryGetValue(datCell.CellStructure, out var cellStruct) || cellStruct is null)
|
||||
continue;
|
||||
var world = Matrix4x4.CreateFromQuaternion(datCell.Position.Orientation) *
|
||||
Matrix4x4.CreateTranslation(datCell.Position.Origin);
|
||||
cache.CacheCellStruct(id, datCell, cellStruct, world);
|
||||
}
|
||||
var heights = new byte[81];
|
||||
var heightTable = new float[256];
|
||||
for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
|
||||
engine.AddLandblock(FacilityHub, new TerrainSurface(heights, heightTable),
|
||||
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(), 0f, 0f);
|
||||
return engine;
|
||||
}
|
||||
|
||||
// Analytic ramp floor from Scenario B: flat -6 (x<95), descends to -9 across
|
||||
// x 95..98.333, then flat -9.
|
||||
private static float FloorZ(float x)
|
||||
=> x < 95f ? -6f
|
||||
: x < 98.333f ? -6f - 3f * (x - 95f) / 3.333f
|
||||
: -9f;
|
||||
|
||||
// Replicated side test (PortalVisibilityBuilder.CameraOnInteriorSide is private).
|
||||
private const float PortalSideEpsilon = 0.01f;
|
||||
private static bool EyeInteriorSide(LoadedCell cell, int i, Vector3 eye)
|
||||
{
|
||||
if (i >= cell.ClipPlanes.Count) return true;
|
||||
var pl = cell.ClipPlanes[i];
|
||||
if (pl.Normal.LengthSquared() < 1e-8f) return true;
|
||||
var local = Vector3.Transform(eye, cell.InverseWorldTransform);
|
||||
float dot = Vector3.Dot(pl.Normal, local) + pl.D;
|
||||
return pl.InsideSide == 0 ? dot >= -PortalSideEpsilon : dot <= PortalSideEpsilon;
|
||||
}
|
||||
private static float SideD(LoadedCell cell, int i, Vector3 eye)
|
||||
{
|
||||
if (i >= cell.ClipPlanes.Count) return float.NaN;
|
||||
var pl = cell.ClipPlanes[i];
|
||||
if (pl.Normal.LengthSquared() < 1e-8f) return float.NaN;
|
||||
var local = Vector3.Transform(eye, cell.InverseWorldTransform);
|
||||
return Vector3.Dot(pl.Normal, local) + pl.D;
|
||||
}
|
||||
|
||||
private static string CellSet(IEnumerable<uint> ids)
|
||||
=> string.Join(" ", ids.Select(id => $"{id & 0xFFFFu:X4}"));
|
||||
|
||||
[Fact]
|
||||
public void StairCellComposition_ShellVsStatics()
|
||||
{
|
||||
var datDir = ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
foreach (uint low in new uint[] { 0x01C8, 0x01C4, 0x01C9, 0x0210, 0x020E, 0x01C1, 0x01C0 })
|
||||
{
|
||||
uint id = FacilityHub | low;
|
||||
var envCell = dats.Get<DatEnvCell>(id);
|
||||
if (envCell is null) { _out.WriteLine($"0x{low:X4}: (no dat cell)"); continue; }
|
||||
var environment = dats.Get<DatEnvironment>(0x0D000000u | envCell.EnvironmentId);
|
||||
environment!.Cells.TryGetValue(envCell.CellStructure, out var cs);
|
||||
|
||||
int polys = cs?.Polygons.Count ?? -1;
|
||||
int verts = cs?.VertexArray.Vertices.Count ?? -1;
|
||||
var mn = new Vector3(float.MaxValue); var mx = new Vector3(float.MinValue);
|
||||
if (cs is not null)
|
||||
foreach (var kv in cs.VertexArray.Vertices)
|
||||
{ var o = kv.Value.Origin; var v = new Vector3(o.X, o.Y, o.Z); mn = Vector3.Min(mn, v); mx = Vector3.Max(mx, v); }
|
||||
|
||||
int statics = envCell.StaticObjects?.Count ?? 0;
|
||||
bool seenOut = (envCell.Flags & DatReaderWriter.Enums.EnvCellFlags.SeenOutside) != 0;
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"0x{low:X4} env=0x{envCell.EnvironmentId:X4} struct={envCell.CellStructure} shellPolys={polys} shellVerts={verts} bounds=[{mn.X:F1},{mn.Y:F1},{mn.Z:F1}]..[{mx.X:F1},{mx.Y:F1},{mx.Z:F1}] portals={envCell.CellPortals.Count} statics={statics} seenOut={seenOut}"));
|
||||
if (envCell.StaticObjects is not null)
|
||||
foreach (var stab in envCell.StaticObjects)
|
||||
{
|
||||
var o = stab.Frame.Origin;
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$" static Id=0x{stab.Id:X8} kind={(stab.Id >> 24 == 0x02 ? "Setup" : stab.Id >> 24 == 0x01 ? "GfxObj" : "?")} pos=({o.X:F2},{o.Y:F2},{o.Z:F2})"));
|
||||
}
|
||||
|
||||
// Portal normals (local space) — horizontal (|Nz|~1) = FLOOR/CEILING portal
|
||||
// (the edge-on-clip suspect); vertical (|Nz|~0) = wall/doorway portal.
|
||||
var lc = renderLookup(id);
|
||||
if (lc is not null)
|
||||
for (int i = 0; i < lc.Portals.Count; i++)
|
||||
{
|
||||
var n = i < lc.ClipPlanes.Count ? lc.ClipPlanes[i].Normal : Vector3.Zero;
|
||||
string kind = MathF.Abs(n.Z) > 0.7f ? "FLOOR/CEIL" : MathF.Abs(n.Z) < 0.3f ? "wall" : "slope";
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$" portal[{i}]->0x{lc.Portals[i].OtherCellId:X4} N=({n.X:F2},{n.Y:F2},{n.Z:F2}) {kind} inside={lc.ClipPlanes[i].InsideSide}"));
|
||||
}
|
||||
}
|
||||
|
||||
LoadedCell? renderLookup(uint id)
|
||||
{
|
||||
try { return CornerFloodReplayTests.LoadCell(dats, id); }
|
||||
catch (InvalidOperationException) { return null; }
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #177 re-diagnosis (fix#1 failed the visual gate): the vanish flips on a SLIGHT turn +
|
||||
/// depends on zoom, so it is a gaze/eye knife-edge, not the eye-squarely-in-opening case
|
||||
/// fix#1 handled. Drive the REAL camera at a fixed player spot on the 015F stairs, sweep
|
||||
/// yaw FINELY at two zooms, and print the viewer cell + stair-cell admission each step to
|
||||
/// locate the knife-edge and which cell flips.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void RealStaircase_FineYawZoomSweep_FindKnifeEdge()
|
||||
{
|
||||
var datDir = ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var renderCells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
|
||||
var engine = BuildHubEngine(dats);
|
||||
Func<uint, LoadedCell?> lookup = id => renderCells.TryGetValue(id, out var c) ? c : null;
|
||||
|
||||
bool sC = CameraDiagnostics.CollideCamera; bool sA = CameraDiagnostics.AlignToSlope;
|
||||
try
|
||||
{
|
||||
CameraDiagnostics.CollideCamera = true; CameraDiagnostics.AlignToSlope = true;
|
||||
CameraDiagnostics.TranslationStiffness = 0.45f; CameraDiagnostics.RotationStiffness = 0.45f;
|
||||
|
||||
uint[] stair = { 0x015Eu, 0x015Fu, 0x01C1u, 0x01C0u, 0x020Fu };
|
||||
// Player standing mid-015F stairs, eye near the ceiling boundary (per the sweep char).
|
||||
foreach (var playerPos in new[] { new Vector3(60.5f, -46f, -2.5f), new Vector3(60.5f, -47f, -3.0f) })
|
||||
foreach (float dist in new[] { 2.61f, 12.0f })
|
||||
{
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"=== player=({playerPos.X:F1},{playerPos.Y:F1},{playerPos.Z:F1}) zoom={dist} ==="));
|
||||
var cam = new RetailChaseCamera
|
||||
{
|
||||
CollisionProbe = new PhysicsCameraCollisionProbe(engine),
|
||||
FovY = MathF.PI / 3f, Aspect = 16f / 9f, Distance = dist,
|
||||
};
|
||||
uint prevViewer = 0; string prevAdmit = "";
|
||||
for (float yawDeg = 0f; yawDeg < 360f; yawDeg += 6f)
|
||||
{
|
||||
float yaw = yawDeg * MathF.PI / 180f;
|
||||
var (pcell, _) = engine.AdjustPosition(FacilityHub | 0x015Fu, playerPos + new Vector3(0, 0, 0.1f));
|
||||
for (int i = 0; i < 160; i++)
|
||||
cam.Update(playerPos, yaw, Vector3.Zero, true, Vector3.UnitZ, 1f / 60f, pcell, 0x5000000A);
|
||||
var eye = cam.Position; uint viewer = cam.ViewerCellId;
|
||||
string admit = "?";
|
||||
if (viewer != 0u && renderCells.TryGetValue(viewer, out var rc))
|
||||
{
|
||||
var f = PortalVisibilityBuilder.Build(rc, eye, lookup, cam.View * cam.Projection, null, PortalVisibilityBuilder.ShellDrawLiftZ);
|
||||
var s = f.OrderedVisibleCells;
|
||||
admit = string.Concat(stair.Select(low => (s.Contains(FacilityHub | low) ? "1" : "0")));
|
||||
}
|
||||
// Print only when viewer or the admit pattern CHANGES (knife-edges).
|
||||
if (viewer != prevViewer || admit != prevAdmit)
|
||||
{
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$" yaw={yawDeg,3:F0} eye=({eye.X,6:F2},{eye.Y,6:F2},{eye.Z,6:F2}) viewer=0x{viewer & 0xFFFF:X4} stair[5E,5F,C1,C0,0F]={admit}"));
|
||||
prevViewer = viewer; prevAdmit = admit;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
finally { CameraDiagnostics.CollideCamera = sC; CameraDiagnostics.AlignToSlope = sA; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #177 retail-vs-us flood DEPTH: retail's cdb capture shows PView cell_draw_num reaching 26
|
||||
/// cells from camera cell 015E (avg 14.3) looking down the spiral shaft. Sweep OUR real camera
|
||||
/// from 015E over many gaze/zoom poses and report the max/avg OrderedVisibleCells — if ours
|
||||
/// caps well below retail's 26, our flood truncates the spiral (the vanish).
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void FloodDepthFrom015E_VsRetail26()
|
||||
{
|
||||
var datDir = ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var renderCells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
|
||||
var engine = BuildHubEngine(dats);
|
||||
Func<uint, LoadedCell?> lookup = id => renderCells.TryGetValue(id, out var c) ? c : null;
|
||||
|
||||
bool sC = CameraDiagnostics.CollideCamera; bool sA = CameraDiagnostics.AlignToSlope;
|
||||
try
|
||||
{
|
||||
CameraDiagnostics.CollideCamera = true; CameraDiagnostics.AlignToSlope = true;
|
||||
CameraDiagnostics.TranslationStiffness = 0.45f; CameraDiagnostics.RotationStiffness = 0.45f;
|
||||
int maxCells = 0; uint bestViewer = 0; double sum = 0; int n = 0; string bestSet = "";
|
||||
foreach (var playerPos in new[] { new Vector3(61f, -42f, -4f), new Vector3(60f, -41f, -5f), new Vector3(62f, -43f, -4f) })
|
||||
foreach (float dist in new[] { 2.61f, 4f, 8f })
|
||||
foreach (float pitch in new[] { 0.291f, 0.7f, -0.2f })
|
||||
{
|
||||
var cam = new RetailChaseCamera { CollisionProbe = new PhysicsCameraCollisionProbe(engine), FovY = MathF.PI / 3f, Aspect = 16f / 9f, Distance = dist, Pitch = pitch };
|
||||
for (float yawDeg = 0f; yawDeg < 360f; yawDeg += 10f)
|
||||
{
|
||||
float yaw = yawDeg * MathF.PI / 180f;
|
||||
var (pcell, _) = engine.AdjustPosition(FacilityHub | 0x015Eu, playerPos + new Vector3(0, 0, 0.1f));
|
||||
for (int i = 0; i < 140; i++) cam.Update(playerPos, yaw, Vector3.Zero, true, Vector3.UnitZ, 1f / 60f, pcell, 0x5000000A);
|
||||
uint viewer = cam.ViewerCellId;
|
||||
if (viewer == 0u || !renderCells.TryGetValue(viewer, out var rc)) continue;
|
||||
var f = PortalVisibilityBuilder.Build(rc, cam.Position, lookup, cam.View * cam.Projection, null, PortalVisibilityBuilder.ShellDrawLiftZ);
|
||||
int c = f.OrderedVisibleCells.Count; sum += c; n++;
|
||||
if (c > maxCells) { maxCells = c; bestViewer = viewer; bestSet = CellSet(f.OrderedVisibleCells.OrderBy(v => v)); }
|
||||
}
|
||||
}
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"OUR flood from 015E-area: maxCells={maxCells} (retail max=26) avg={sum / Math.Max(1, n):F1} (retail avg=14.3) bestViewer=0x{bestViewer & 0xFFFF:X4}"));
|
||||
_out.WriteLine($" best set: [{bestSet}]");
|
||||
}
|
||||
finally { CameraDiagnostics.CollideCamera = sC; CameraDiagnostics.AlignToSlope = sA; }
|
||||
}
|
||||
|
||||
private static Matrix4x4 ViewProj(Vector3 eye, Vector3 dir)
|
||||
=> Matrix4x4.CreateLookAt(eye, eye + Vector3.Normalize(dir), Vector3.UnitZ)
|
||||
* Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 0.1f, 5000f);
|
||||
|
||||
// Signed distance of a WORLD point to a render cell's portal[i] plane (local-space plane).
|
||||
private static float PortalPlaneDistance(LoadedCell cell, int i, Vector3 worldPt)
|
||||
{
|
||||
var pl = cell.ClipPlanes[i];
|
||||
var local = Vector3.Transform(worldPt, cell.InverseWorldTransform);
|
||||
return Vector3.Dot(pl.Normal, local) + pl.D;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #177 THE decisive experiment. Reproduce the captured failing frame — camera in
|
||||
/// cell 0x015F with the eye sitting IN the ceiling-portal plane (production [flap]:
|
||||
/// root=015F eye=(60.47,-46.57,-0.00), p->01C1 clip=0) — and confirm the upper
|
||||
/// stair cell 01C1 drops from the flood. Then move the SAME eye 0.4 m off that
|
||||
/// plane (into the cell interior) and confirm 01C1 is re-admitted. If the contrast
|
||||
/// holds, #177's fix is a viewpoint-off-the-portal-plane rule, and the load-bearing
|
||||
/// clip (#119/#181) is correct as-is.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void EdgeOnCeilingPortal_DropsUpperCell_OffPlaneReadmits()
|
||||
{
|
||||
var datDir = ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var cells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
|
||||
Func<uint, LoadedCell?> lookup = id => cells.TryGetValue(id, out var c) ? c : null;
|
||||
|
||||
var root = cells[FacilityHub | 0x015Fu];
|
||||
uint upperId = FacilityHub | 0x01C1u;
|
||||
|
||||
// Find 015F's portal to 01C1 (the ceiling/up portal) + report its normal.
|
||||
int upIdx = -1;
|
||||
for (int i = 0; i < root.Portals.Count; i++)
|
||||
if (root.Portals[i].OtherCellId == 0x01C1u) { upIdx = i; break; }
|
||||
Assert.True(upIdx >= 0, "015F has no portal to 01C1");
|
||||
var upN = root.ClipPlanes[upIdx].Normal;
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"015F portal[{upIdx}]->01C1 localN=({upN.X:F2},{upN.Y:F2},{upN.Z:F2})"));
|
||||
|
||||
// Look UP the stairs so the ceiling portal + 01C1 land on screen.
|
||||
var gaze = new Vector3(0f, -0.3f, 1f);
|
||||
|
||||
// Captured FAILING eye — in the ceiling-portal plane (world z ~0).
|
||||
var eyeEdgeOn = new Vector3(60.47f, -46.57f, -0.00f);
|
||||
// Same eye, pulled 0.4 m DOWN (off the ceiling portal, into 015F's interior).
|
||||
var eyeOffPlane = eyeEdgeOn + new Vector3(0f, 0f, -0.40f);
|
||||
|
||||
foreach (var (label, eye) in new[] { ("edge-on(captured)", eyeEdgeOn), ("off-plane(-0.4z)", eyeOffPlane) })
|
||||
{
|
||||
float d = PortalPlaneDistance(root, upIdx, eye);
|
||||
var frame = PortalVisibilityBuilder.Build(
|
||||
root, eye, lookup, ViewProj(eye, gaze),
|
||||
buildingMembership: null, drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ);
|
||||
var vis = frame.OrderedVisibleCells.OrderBy(v => v).ToList();
|
||||
bool up = vis.Contains(upperId);
|
||||
string admit = up ? "ADMITTED" : "DROPPED";
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"{label,-18} eye=({eye.X,6:F2},{eye.Y,6:F2},{eye.Z,6:F2}) D->01C1={d,6:F3} 01C1={admit} flood={vis.Count} [{CellSet(vis)}]"));
|
||||
}
|
||||
|
||||
// #177 CHARACTERIZATION (fix#1 reverted — this edge-on-in-plane case was NOT the
|
||||
// production mechanism; the real vanish is a grazing/sliver flood collapse in the
|
||||
// spiral, root 0x01C8, portals off-screen/sliver, camera NOT collision-jammed).
|
||||
// Kept as a mechanism pin: an eye exactly in the ceiling-portal plane drops the upper
|
||||
// cell (edge-on → <3 clip), an eye 0.4 m off admits it via the normal clip.
|
||||
var fEdge = PortalVisibilityBuilder.Build(root, eyeEdgeOn, lookup, ViewProj(eyeEdgeOn, gaze), null, PortalVisibilityBuilder.ShellDrawLiftZ);
|
||||
var fOff = PortalVisibilityBuilder.Build(root, eyeOffPlane, lookup, ViewProj(eyeOffPlane, gaze), null, PortalVisibilityBuilder.ShellDrawLiftZ);
|
||||
Assert.DoesNotContain(upperId, fEdge.OrderedVisibleCells); // edge-on drops (mechanism)
|
||||
Assert.Contains(upperId, fOff.OrderedVisibleCells); // off-plane admits (control)
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #177 sweep characterization: place the player on the 015F staircase and drive the
|
||||
/// REAL chase camera + collision sweep, reporting where the eye lands relative to the
|
||||
/// 015F ceiling-portal plane (world z=0). If the eye rests AT the plane (|D|~0) the
|
||||
/// flood collapses (see EdgeOnCeilingPortal test); this shows whether that is a swept
|
||||
/// contact leaving the eye on the surface vs free-space boom geometry.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void StaircaseSweep_EyeClearanceFromCeilingPortal()
|
||||
{
|
||||
var datDir = ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var renderCells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
|
||||
var engine = BuildHubEngine(dats);
|
||||
var root015F = renderCells[FacilityHub | 0x015Fu];
|
||||
int upIdx = 0; // portal[0]->01C1 (ceiling)
|
||||
|
||||
bool sC = CameraDiagnostics.CollideCamera; bool sA = CameraDiagnostics.AlignToSlope;
|
||||
try
|
||||
{
|
||||
CameraDiagnostics.CollideCamera = true; CameraDiagnostics.AlignToSlope = true;
|
||||
CameraDiagnostics.TranslationStiffness = 0.45f; CameraDiagnostics.RotationStiffness = 0.45f;
|
||||
|
||||
// Player on the 015F stairs (world y~-46, ceiling portal at world z~0), swept
|
||||
// at a range of heights + facings (up-stairs = -Y, down-stairs = +Y).
|
||||
foreach (float pz in new[] { -1.0f, -1.5f, -2.0f, -2.5f, -3.0f, -3.5f })
|
||||
foreach (var (fLabel, yaw) in new (string, float)[] { ("up(-Y)", -MathF.PI / 2f), ("down(+Y)", MathF.PI / 2f) })
|
||||
{
|
||||
var playerPos = new Vector3(60.5f, -46f, pz);
|
||||
var (pcell, _) = engine.AdjustPosition(FacilityHub | 0x015Fu, playerPos + new Vector3(0, 0, 0.1f));
|
||||
var cam = new RetailChaseCamera
|
||||
{
|
||||
CollisionProbe = new PhysicsCameraCollisionProbe(engine),
|
||||
FovY = MathF.PI / 3f, Aspect = 16f / 9f,
|
||||
};
|
||||
for (int i = 0; i < 300; i++)
|
||||
cam.Update(playerPos, yaw, Vector3.Zero, true, Vector3.UnitZ, 1f / 60f, pcell, 0x5000000A);
|
||||
|
||||
var eye = cam.Position;
|
||||
uint viewer = cam.ViewerCellId;
|
||||
// D from the eye to 015F's ceiling-portal plane (only meaningful if viewer==015F).
|
||||
float dCeil = PortalPlaneDistance(root015F, upIdx, eye);
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"playerZ={pz,5:F1} face={fLabel,-8} pcell=0x{pcell & 0xFFFF:X4} eye=({eye.X,6:F2},{eye.Y,6:F2},{eye.Z,6:F2}) viewer=0x{viewer & 0xFFFF:X4} D->ceilPortal={dCeil,6:F3}"));
|
||||
}
|
||||
}
|
||||
finally { CameraDiagnostics.CollideCamera = sC; CameraDiagnostics.AlignToSlope = sA; }
|
||||
}
|
||||
|
||||
[Theory]
|
||||
// spot label, player x, player cell, description
|
||||
[InlineData(90.0f, 0x0178u, "TOP corridor 0178 (approach view)")]
|
||||
[InlineData(100.0f, 0x0183u, "BOTTOM room 0183 (look-back view)")]
|
||||
public void ParkedYawZoomSweep_StairAdmission(float px, uint pcell, string label)
|
||||
{
|
||||
var datDir = ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var renderCells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
|
||||
var engine = BuildHubEngine(dats);
|
||||
Func<uint, LoadedCell?> lookup = id => renderCells.TryGetValue(id, out var c) ? c : null;
|
||||
|
||||
bool sC = CameraDiagnostics.CollideCamera; bool sA = CameraDiagnostics.AlignToSlope;
|
||||
float sT = CameraDiagnostics.TranslationStiffness, sR = CameraDiagnostics.RotationStiffness;
|
||||
try
|
||||
{
|
||||
CameraDiagnostics.CollideCamera = true; CameraDiagnostics.AlignToSlope = true;
|
||||
CameraDiagnostics.TranslationStiffness = 0.45f; CameraDiagnostics.RotationStiffness = 0.45f;
|
||||
|
||||
var playerPos = new Vector3(px, -40f, FloorZ(px));
|
||||
uint playerCell = FacilityHub | pcell;
|
||||
_out.WriteLine($"=== {label} @ ({px:F1},-40,{FloorZ(px):F2}) ===");
|
||||
foreach (float dist in new[] { 2.61f, 8.0f })
|
||||
{
|
||||
_out.WriteLine($" -- zoom Distance={dist} --");
|
||||
var cam = new RetailChaseCamera
|
||||
{
|
||||
CollisionProbe = new PhysicsCameraCollisionProbe(engine),
|
||||
FovY = MathF.PI / 3f, Aspect = 16f / 9f, Distance = dist,
|
||||
};
|
||||
for (float yawDeg = 0f; yawDeg < 360f; yawDeg += 30f)
|
||||
{
|
||||
float yaw = yawDeg * MathF.PI / 180f;
|
||||
// Settle at this yaw (static player).
|
||||
for (int i = 0; i < 200; i++)
|
||||
cam.Update(playerPos, yaw, Vector3.Zero, true, Vector3.UnitZ, 1f / 60f, playerCell, 0x5000000A);
|
||||
Vector3 eye = cam.Position; uint viewer = cam.ViewerCellId;
|
||||
var vp = cam.View * cam.Projection;
|
||||
if (viewer != 0u && renderCells.TryGetValue(viewer, out var rootCell))
|
||||
{
|
||||
var f = PortalVisibilityBuilder.Build(rootCell, eye, lookup, vp, null, PortalVisibilityBuilder.ShellDrawLiftZ);
|
||||
var vis = f.OrderedVisibleCells.OrderBy(v => v).ToList();
|
||||
string flags = $"0178={(vis.Contains(FacilityHub | 0x0178u) ? "Y" : "-")} 0182={(vis.Contains(FacilityHub | 0x0182u) ? "Y" : "-")} 0183={(vis.Contains(FacilityHub | 0x0183u) ? "Y" : "-")} 0181={(vis.Contains(FacilityHub | 0x0181u) ? "Y" : "-")}";
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$" yaw={yawDeg,3:F0} eye=({eye.X,6:F2},{eye.Y,6:F2},{eye.Z,6:F2}) viewer=0x{viewer & 0xFFFF:X4} {flags} flood={vis.Count} [{CellSet(vis)}]"));
|
||||
}
|
||||
else
|
||||
_out.WriteLine(FormattableString.Invariant($" yaw={yawDeg,3:F0} eye=({eye.X,6:F2},{eye.Y,6:F2},{eye.Z,6:F2}) viewer=0x{viewer:X8} ROOT-MISSING"));
|
||||
}
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
CameraDiagnostics.CollideCamera = sC; CameraDiagnostics.AlignToSlope = sA;
|
||||
CameraDiagnostics.TranslationStiffness = sT; CameraDiagnostics.RotationStiffness = sR;
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Descent_RealCameraSweep_StairCellRetention()
|
||||
{
|
||||
var datDir = ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
var renderCells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
|
||||
var engine = BuildHubEngine(dats);
|
||||
Func<uint, LoadedCell?> lookup = id => renderCells.TryGetValue(id, out var c) ? c : null;
|
||||
|
||||
bool savedColl = CameraDiagnostics.CollideCamera;
|
||||
bool savedAlign = CameraDiagnostics.AlignToSlope;
|
||||
float savedT = CameraDiagnostics.TranslationStiffness;
|
||||
float savedR = CameraDiagnostics.RotationStiffness;
|
||||
try
|
||||
{
|
||||
CameraDiagnostics.CollideCamera = true;
|
||||
CameraDiagnostics.AlignToSlope = true;
|
||||
CameraDiagnostics.TranslationStiffness = 0.45f;
|
||||
CameraDiagnostics.RotationStiffness = 0.45f;
|
||||
|
||||
var cam = new RetailChaseCamera
|
||||
{
|
||||
CollisionProbe = new PhysicsCameraCollisionProbe(engine),
|
||||
FovY = MathF.PI / 3f,
|
||||
Aspect = 16f / 9f,
|
||||
};
|
||||
|
||||
const float yaw = 0f; // facing +X, descending
|
||||
const float speed = 3.0f; // m/s run
|
||||
const float dt = 1f / 60f;
|
||||
float startX = 88f, endX = 101.5f;
|
||||
|
||||
// Seat the player + settle the camera at the start pose.
|
||||
uint playerCell = FacilityHub | 0x0178u;
|
||||
Vector3 P(float x) => new Vector3(x, -40f, FloorZ(x));
|
||||
for (int i = 0; i < 400; i++)
|
||||
cam.Update(P(startX), yaw, Vector3.Zero, true, Vector3.UnitZ, dt, playerCell, 0x5000000A);
|
||||
|
||||
_out.WriteLine("x playerCell eye=(x,y,z) viewerCell coh flood stairs rootPortalsPastPlane");
|
||||
float x = startX;
|
||||
uint prevViewer = cam.ViewerCellId;
|
||||
int collapses = 0, incoherentFrames = 0;
|
||||
while (x <= endX)
|
||||
{
|
||||
var playerPos = P(x);
|
||||
// Track player membership like production: AdjustPosition carry-forward.
|
||||
var (pc, found) = engine.AdjustPosition(playerCell, playerPos + new Vector3(0, 0, 0.1f));
|
||||
if (found) playerCell = pc;
|
||||
|
||||
cam.Update(playerPos, yaw, new Vector3(speed, 0, 0), true, Vector3.UnitZ, dt, playerCell, 0x5000000A);
|
||||
|
||||
Vector3 eye = cam.Position;
|
||||
uint viewer = cam.ViewerCellId;
|
||||
var viewProj = cam.View * cam.Projection;
|
||||
|
||||
string floodStr, stairs, coh, past;
|
||||
if (viewer != 0u && renderCells.TryGetValue(viewer, out var rootCell))
|
||||
{
|
||||
var frame = PortalVisibilityBuilder.Build(
|
||||
rootCell, eye, lookup, viewProj,
|
||||
buildingMembership: null, drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ);
|
||||
var vis = frame.OrderedVisibleCells.OrderBy(v => v).ToList();
|
||||
floodStr = $"{vis.Count,2} [{CellSet(vis)}]";
|
||||
bool ramp = vis.Contains(FacilityHub | 0x0182u);
|
||||
bool lower = vis.Contains(FacilityHub | 0x0183u);
|
||||
stairs = $"r{(ramp ? "Y" : "-")}l{(lower ? "Y" : "-")}";
|
||||
|
||||
// Coherence: is the eye on the interior side of ALL of root's portals?
|
||||
// If not, the eye is outside root -> the crossed portal's subtree drops.
|
||||
var pastList = new List<string>();
|
||||
bool coherent = true;
|
||||
for (int i = 0; i < rootCell.Portals.Count && i < rootCell.ClipPlanes.Count; i++)
|
||||
{
|
||||
if (!EyeInteriorSide(rootCell, i, eye))
|
||||
{
|
||||
coherent = false;
|
||||
pastList.Add($"p{i}->0x{rootCell.Portals[i].OtherCellId:X4}(D={SideD(rootCell, i, eye):F3})");
|
||||
}
|
||||
}
|
||||
coh = coherent ? "IN " : "OUT";
|
||||
past = pastList.Count == 0 ? "-" : string.Join(",", pastList);
|
||||
if (!coherent) incoherentFrames++;
|
||||
if (vis.Count <= 1) collapses++;
|
||||
}
|
||||
else
|
||||
{
|
||||
floodStr = "root-missing/0"; stairs = "--"; coh = "?"; past = $"viewer=0x{viewer:X8}";
|
||||
}
|
||||
|
||||
bool viewerFlip = viewer != prevViewer;
|
||||
prevViewer = viewer;
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"{x,6:F2} 0x{playerCell:X8} ({eye.X,7:F3},{eye.Y,7:F3},{eye.Z,7:F3}) 0x{viewer:X8} {coh} {floodStr} {stairs} {(viewerFlip ? "FLIP " : "")}{past}"));
|
||||
|
||||
x += speed * dt;
|
||||
}
|
||||
_out.WriteLine($"SUMMARY: collapses(flood<=1)={collapses} incoherentFrames(eye-outside-root)={incoherentFrames}");
|
||||
}
|
||||
finally
|
||||
{
|
||||
CameraDiagnostics.CollideCamera = savedColl;
|
||||
CameraDiagnostics.AlignToSlope = savedAlign;
|
||||
CameraDiagnostics.TranslationStiffness = savedT;
|
||||
CameraDiagnostics.RotationStiffness = savedR;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,100 @@
|
|||
using System;
|
||||
using System.Numerics;
|
||||
using AcDream.App.Rendering;
|
||||
using AcDream.Core.Rendering;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
|
||||
namespace AcDream.App.Tests.Rendering;
|
||||
|
||||
/// <summary>
|
||||
/// #181 excitation probe — the live parked camera wanders ~0.9 mm/frame
|
||||
/// (launch-176-leakfix.log [flap-sweep]: 19,889 distinct sought values in 20k
|
||||
/// parked sweeps), which keeps the portal flood's knife-edge admissions
|
||||
/// flapping. Retail's parked viewer is a bit-exact fixed point (UpdateCamera
|
||||
/// dead-band `return viewer`).
|
||||
///
|
||||
/// This test drives RetailChaseCamera.Update with BIT-IDENTICAL inputs at the
|
||||
/// live frame rate: if the camera parks bit-stable here, the live wobble comes
|
||||
/// from its INPUTS (player position/yaw jitter out of GameWindow); if it
|
||||
/// wobbles here, the camera loop itself fails to reach the fixed point.
|
||||
/// </summary>
|
||||
public class Issue181CameraParkStabilityTests
|
||||
{
|
||||
private readonly ITestOutputHelper _out;
|
||||
public Issue181CameraParkStabilityTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
private sealed class PassthroughProbe : ICameraCollisionProbe
|
||||
{
|
||||
public CameraSweepResult SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId, Vector3 playerPos)
|
||||
=> new(desiredEye, cellId);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ParkedCamera_StaticInputs_ReachesBitStableFixedPoint()
|
||||
{
|
||||
bool savedAlign = CameraDiagnostics.AlignToSlope;
|
||||
bool savedColl = CameraDiagnostics.CollideCamera;
|
||||
float savedT = CameraDiagnostics.TranslationStiffness;
|
||||
float savedR = CameraDiagnostics.RotationStiffness;
|
||||
try
|
||||
{
|
||||
CameraDiagnostics.AlignToSlope = true; // production default
|
||||
CameraDiagnostics.CollideCamera = true;
|
||||
CameraDiagnostics.TranslationStiffness = 0.45f;
|
||||
CameraDiagnostics.RotationStiffness = 0.45f;
|
||||
|
||||
var cam = new RetailChaseCamera { CollisionProbe = new PassthroughProbe() };
|
||||
|
||||
// Live-like parked pose: static player, static yaw, zero velocity,
|
||||
// grounded on a flat contact plane, ~1500 fps.
|
||||
var playerPos = new Vector3(49.5f, -39.9f, -5.9f);
|
||||
float yaw = 1.83f;
|
||||
float dt = 1f / 1500f;
|
||||
|
||||
void Step() => cam.Update(
|
||||
playerPosition: playerPos,
|
||||
playerYaw: yaw,
|
||||
playerVelocity: Vector3.Zero,
|
||||
isOnGround: true,
|
||||
contactPlaneNormal: Vector3.UnitZ,
|
||||
dt: dt,
|
||||
cellId: 0x8A020142u,
|
||||
selfEntityId: 0x5);
|
||||
|
||||
// Converge: at α≈0.003/frame the boom needs a few thousand frames
|
||||
// to settle from the init pose into the dead-band.
|
||||
for (int i = 0; i < 20000; i++) Step();
|
||||
|
||||
Vector3 a = cam.Position;
|
||||
var fwdA = cam.View; // full view matrix — includes the forward half
|
||||
|
||||
// 2000 further frames with bit-identical inputs: every one must be
|
||||
// the exact fixed point (retail parks verbatim).
|
||||
float maxDelta = 0f;
|
||||
Vector3 prev = a;
|
||||
bool viewChanged = false;
|
||||
for (int i = 0; i < 2000; i++)
|
||||
{
|
||||
Step();
|
||||
maxDelta = MathF.Max(maxDelta, Vector3.Distance(cam.Position, prev));
|
||||
prev = cam.Position;
|
||||
if (cam.View != fwdA) viewChanged = true;
|
||||
}
|
||||
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"post-convergence maxConsecDelta={maxDelta * 1e6f:F2}um viewChanged={viewChanged} pos=({cam.Position.X:F7},{cam.Position.Y:F7},{cam.Position.Z:F7})"));
|
||||
|
||||
Assert.True(maxDelta == 0f,
|
||||
$"parked camera must be a bit-exact fixed point, wandered up to {maxDelta * 1e6f:F1}um/frame");
|
||||
Assert.False(viewChanged, "view matrix must be frozen at park");
|
||||
}
|
||||
finally
|
||||
{
|
||||
CameraDiagnostics.AlignToSlope = savedAlign;
|
||||
CameraDiagnostics.CollideCamera = savedColl;
|
||||
CameraDiagnostics.TranslationStiffness = savedT;
|
||||
CameraDiagnostics.RotationStiffness = savedR;
|
||||
}
|
||||
}
|
||||
}
|
||||
164
tests/AcDream.App.Tests/Rendering/Issue181VisFlapReplayTests.cs
Normal file
164
tests/AcDream.App.Tests/Rendering/Issue181VisFlapReplayTests.cs
Normal file
|
|
@ -0,0 +1,164 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using AcDream.App.Rendering;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.Options;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
|
||||
namespace AcDream.App.Tests.Rendering;
|
||||
|
||||
/// <summary>
|
||||
/// #181 — the portal-flood admitted set flaps 31↔32 on MICRON eye noise at a
|
||||
/// parked camera (live: launch-176-leakfix.log, root 0x8A020142, vis flips
|
||||
/// every ~100–200 frames for 517k frames; the swept eye carries ~7 µm
|
||||
/// float-roundtrip noise). The flapping cell's visibility-scoped lights + the
|
||||
/// union-AABB scissor rect strobe = the #176 washed-region flicker.
|
||||
///
|
||||
/// This replay hunts the knife edge headlessly: at the live parked eye
|
||||
/// (49.15, −38.62, −3.98), sweep gazes and perturb the eye by ±0.5 mm per
|
||||
/// axis; ANY admitted-set difference at sub-mm perturbation is the #181
|
||||
/// instability, and the symmetric difference names the flapping cell.
|
||||
/// </summary>
|
||||
public class Issue181VisFlapReplayTests
|
||||
{
|
||||
private const uint FacilityHub = 0x8A020000u;
|
||||
private const uint LiveRoot = FacilityHub | 0x0142u;
|
||||
|
||||
private static readonly Vector3 LiveEye = new(49.15f, -38.62f, -3.98f);
|
||||
|
||||
private readonly ITestOutputHelper _out;
|
||||
public Issue181VisFlapReplayTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
private static Matrix4x4 ViewProjFor(Vector3 eye, Vector3 gazeDir)
|
||||
{
|
||||
var view = Matrix4x4.CreateLookAt(eye, eye + gazeDir, Vector3.UnitZ);
|
||||
var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 0.1f, 5000f);
|
||||
return view * proj;
|
||||
}
|
||||
|
||||
private static List<uint> Flood(
|
||||
Dictionary<uint, LoadedCell> cells, uint rootId, Vector3 eye, Vector3 gazeDir)
|
||||
{
|
||||
Func<uint, LoadedCell?> lookup = id => cells.TryGetValue(id, out var c) ? c : null;
|
||||
var frame = PortalVisibilityBuilder.Build(
|
||||
cells[rootId], eye, lookup, ViewProjFor(eye, gazeDir),
|
||||
buildingMembership: null,
|
||||
drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ);
|
||||
var result = new List<uint>(frame.OrderedVisibleCells);
|
||||
result.Sort();
|
||||
return result;
|
||||
}
|
||||
|
||||
private static string CellSetString(IEnumerable<uint> ids)
|
||||
=> string.Join(" ", ids.Select(id => $"{id & 0xFFFFu:X4}"));
|
||||
|
||||
[Fact]
|
||||
public void Diagnostic_FlappingCellViewRegion_SliverOrLarge()
|
||||
{
|
||||
var datDir = CornerFloodReplayTests.ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var cells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
|
||||
uint flapper = FacilityHub | 0x0181u;
|
||||
|
||||
// The most unstable pose from the perturbation sweep.
|
||||
float yaw = 15f * MathF.PI / 180f, pitch = -20f * MathF.PI / 180f;
|
||||
var gaze = new Vector3(
|
||||
MathF.Cos(pitch) * MathF.Cos(yaw),
|
||||
MathF.Cos(pitch) * MathF.Sin(yaw),
|
||||
MathF.Sin(pitch));
|
||||
|
||||
Func<uint, LoadedCell?> lookup = id => cells.TryGetValue(id, out var c) ? c : null;
|
||||
|
||||
foreach (var (label, eye) in new (string, Vector3)[]
|
||||
{
|
||||
("base ", LiveEye),
|
||||
("+0.5mm x ", LiveEye + new Vector3(0.0005f, 0, 0)),
|
||||
("-0.5mm x ", LiveEye - new Vector3(0.0005f, 0, 0)),
|
||||
("+5mm x ", LiveEye + new Vector3(0.005f, 0, 0)),
|
||||
("-5mm x ", LiveEye - new Vector3(0.005f, 0, 0)),
|
||||
("+2cm z ", LiveEye + new Vector3(0, 0, 0.02f)),
|
||||
("-2cm z ", LiveEye - new Vector3(0, 0, 0.02f)),
|
||||
})
|
||||
{
|
||||
var frame = PortalVisibilityBuilder.Build(
|
||||
cells[LiveRoot], eye, lookup, ViewProjFor(eye, gaze),
|
||||
buildingMembership: null,
|
||||
drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ);
|
||||
|
||||
if (!frame.CellViews.TryGetValue(flapper, out var view) || view.IsEmpty)
|
||||
{
|
||||
_out.WriteLine($"{label}: 0181 NOT ADMITTED");
|
||||
continue;
|
||||
}
|
||||
|
||||
// NDC shoelace area of the admitted region (screen is 4.0 NDC-units total).
|
||||
float area = 0f; int polys = 0, verts = 0;
|
||||
foreach (var vp in view.Polygons)
|
||||
{
|
||||
var v = vp.Vertices;
|
||||
polys++; verts += v.Length;
|
||||
float a = 0f;
|
||||
for (int i = 0; i < v.Length; i++)
|
||||
{
|
||||
var p = v[i]; var q = v[(i + 1) % v.Length];
|
||||
a += p.X * q.Y - q.X * p.Y;
|
||||
}
|
||||
area += MathF.Abs(a) * 0.5f;
|
||||
}
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"{label}: 0181 admitted polys={polys} verts={verts} ndcArea={area:F4} ({area / 4f * 100f:F1}% of screen)"));
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Diagnostic_SubMillimeterEyePerturbation_MustNotChangeAdmission()
|
||||
{
|
||||
var datDir = CornerFloodReplayTests.ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var cells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
|
||||
Assert.True(cells.ContainsKey(LiveRoot), "live root 0x0142 not loaded");
|
||||
|
||||
// ±0.5 mm per axis — an order of magnitude above the live µm noise, well
|
||||
// below anything visually meaningful.
|
||||
var perturbations = new[]
|
||||
{
|
||||
new Vector3( 0.0005f, 0, 0), new Vector3(-0.0005f, 0, 0),
|
||||
new Vector3(0, 0.0005f, 0), new Vector3(0, -0.0005f, 0),
|
||||
new Vector3(0, 0, 0.0005f), new Vector3(0, 0, -0.0005f),
|
||||
};
|
||||
|
||||
int unstableGazes = 0;
|
||||
for (int yawDeg = 0; yawDeg < 360; yawDeg += 15)
|
||||
{
|
||||
foreach (float pitchDeg in new[] { 0f, -20f, -35f })
|
||||
{
|
||||
float yaw = yawDeg * MathF.PI / 180f, pitch = pitchDeg * MathF.PI / 180f;
|
||||
var gaze = new Vector3(
|
||||
MathF.Cos(pitch) * MathF.Cos(yaw),
|
||||
MathF.Cos(pitch) * MathF.Sin(yaw),
|
||||
MathF.Sin(pitch));
|
||||
|
||||
var baseline = Flood(cells, LiveRoot, LiveEye, gaze);
|
||||
foreach (var d in perturbations)
|
||||
{
|
||||
var perturbed = Flood(cells, LiveRoot, LiveEye + d, gaze);
|
||||
if (perturbed.SequenceEqual(baseline)) continue;
|
||||
|
||||
unstableGazes++;
|
||||
var removed = baseline.Except(perturbed).ToList();
|
||||
var added = perturbed.Except(baseline).ToList();
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"UNSTABLE yaw={yawDeg} pitch={pitchDeg} d=({d.X * 1000:F1},{d.Y * 1000:F1},{d.Z * 1000:F1})mm base={baseline.Count} pert={perturbed.Count} removed=[{CellSetString(removed)}] added=[{CellSetString(added)}]"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_out.WriteLine($"unstable (gaze, perturbation) pairs: {unstableGazes}");
|
||||
// Diagnostic first: report, don't assert — the fix turns this into a hard pin.
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,188 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Numerics;
|
||||
using AcDream.App.Rendering;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Rendering;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.Options;
|
||||
using DatEnvCell = DatReaderWriter.DBObjs.EnvCell;
|
||||
using DatEnvironment = DatReaderWriter.DBObjs.Environment;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
|
||||
namespace AcDream.App.Tests.Rendering;
|
||||
|
||||
/// <summary>
|
||||
/// #181 excitation, isolated headlessly — the WALL-PRESS equilibrium. Live
|
||||
/// evidence: a camera pressed into corridor walls/openings never reaches a
|
||||
/// fixed point (sought steps α·gap into the wall per frame; the sweep clips it
|
||||
/// back within adjust_to_plane's parametric 0.02 window) → the published eye
|
||||
/// wanders ~1 mm/frame, and when the wander straddles a cell boundary the
|
||||
/// VIEWER CELL flaps (launch-181-pressed.log: viewer≠player on 85.5% of
|
||||
/// frames, one-frame A→B→A root flips) — each flip re-roots the whole
|
||||
/// visibility frame (the #176/#181 flicker).
|
||||
///
|
||||
/// This test runs the REAL RetailChaseCamera + the REAL
|
||||
/// PhysicsCameraCollisionProbe against the REAL Facility Hub BSP with a
|
||||
/// static player backed against the corridor wall, and measures the
|
||||
/// steady-state eye wander + ViewerCellId stability over 20k frames.
|
||||
/// Diagnostic (reporting) first; the equilibrium fix turns the wander/flap
|
||||
/// numbers into hard pins.
|
||||
/// </summary>
|
||||
public class Issue181WallPressEquilibriumTests
|
||||
{
|
||||
private const uint FacilityHubLandblock = 0x8A020000u;
|
||||
|
||||
private readonly ITestOutputHelper _out;
|
||||
public Issue181WallPressEquilibriumTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
// Mirrors AcDream.Core.Tests Conformance.ConformanceDats (not referencable
|
||||
// from App.Tests): resolve the dat dir + load real EnvCells into the cache.
|
||||
private static string? ResolveDatDir()
|
||||
{
|
||||
var fromEnv = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR");
|
||||
if (!string.IsNullOrWhiteSpace(fromEnv) && Directory.Exists(fromEnv)) return fromEnv;
|
||||
var def = Path.Combine(
|
||||
Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
|
||||
"Documents", "Asheron's Call");
|
||||
return Directory.Exists(def) ? def : null;
|
||||
}
|
||||
|
||||
private static (PhysicsEngine, PhysicsDataCache) BuildCorridorEngine(DatCollection dats)
|
||||
{
|
||||
var cache = new PhysicsDataCache();
|
||||
var engine = new PhysicsEngine { DataCache = cache };
|
||||
for (uint low = 0x0100u; low <= 0x01FFu; low++)
|
||||
{
|
||||
uint id = FacilityHubLandblock | low;
|
||||
var datCell = dats.Get<DatEnvCell>(id);
|
||||
if (datCell is null) continue;
|
||||
var environment = dats.Get<DatEnvironment>(0x0D000000u | datCell.EnvironmentId);
|
||||
if (environment is null) continue;
|
||||
if (!environment.Cells.TryGetValue(datCell.CellStructure, out var cellStruct) || cellStruct is null)
|
||||
continue;
|
||||
var world = Matrix4x4.CreateFromQuaternion(datCell.Position.Orientation) *
|
||||
Matrix4x4.CreateTranslation(datCell.Position.Origin);
|
||||
cache.CacheCellStruct(id, datCell, cellStruct, world);
|
||||
}
|
||||
var heights = new byte[81];
|
||||
var heightTable = new float[256];
|
||||
for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
|
||||
engine.AddLandblock(FacilityHubLandblock, new TerrainSurface(heights, heightTable),
|
||||
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(), 0f, 0f);
|
||||
return (engine, cache);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Diagnostic_WallPressedCamera_EyeWanderAndViewerCellStability()
|
||||
{
|
||||
var datDir = ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var (engine, _) = BuildCorridorEngine(dats);
|
||||
|
||||
bool savedAlign = CameraDiagnostics.AlignToSlope;
|
||||
bool savedColl = CameraDiagnostics.CollideCamera;
|
||||
float savedT = CameraDiagnostics.TranslationStiffness;
|
||||
float savedR = CameraDiagnostics.RotationStiffness;
|
||||
try
|
||||
{
|
||||
CameraDiagnostics.AlignToSlope = true;
|
||||
CameraDiagnostics.CollideCamera = true;
|
||||
CameraDiagnostics.TranslationStiffness = 0.45f;
|
||||
CameraDiagnostics.RotationStiffness = 0.45f;
|
||||
|
||||
// The live parked spot from the leak-fix log: player at the corridor
|
||||
// spawn (cell 0x0142), backed near the +Y wall so the full boom is
|
||||
// blocked (live [resolve]: hit=yes n=(0,-1,0) every frame).
|
||||
var playerPos = new Vector3(50.331f, -39.357f, -5.90f);
|
||||
// Live [resolve]: the sweep target headed (-2.13,+1.32,+0.75) from the
|
||||
// pivot and hit the n=(0,-1,0) wall — so the player faces (+X,-Y)-ish
|
||||
// and the boom presses -X+Y into that wall. yaw = atan2(-0.53, 0.85).
|
||||
float yaw = -0.556f;
|
||||
uint cellId = 0x8A020142u;
|
||||
float dt = 1f / 1500f;
|
||||
|
||||
var cam = new RetailChaseCamera
|
||||
{
|
||||
CollisionProbe = new PhysicsCameraCollisionProbe(engine),
|
||||
};
|
||||
|
||||
void Step() => cam.Update(
|
||||
playerPosition: playerPos,
|
||||
playerYaw: yaw,
|
||||
playerVelocity: Vector3.Zero,
|
||||
isOnGround: true,
|
||||
contactPlaneNormal: Vector3.UnitZ,
|
||||
dt: dt,
|
||||
cellId: cellId,
|
||||
selfEntityId: 0x5);
|
||||
|
||||
// Settle into the wall-press equilibrium.
|
||||
for (int i = 0; i < 5000; i++) Step();
|
||||
|
||||
// Measure 20k steady-state frames.
|
||||
var eyes = new List<Vector3>(20000);
|
||||
var cells = new HashSet<uint>();
|
||||
int cellTransitions = 0;
|
||||
uint prevCell = cam.ViewerCellId;
|
||||
Vector3 prevEye = cam.Position;
|
||||
float maxStep = 0f; double sumStep = 0;
|
||||
for (int i = 0; i < 20000; i++)
|
||||
{
|
||||
Step();
|
||||
float d = Vector3.Distance(cam.Position, prevEye);
|
||||
maxStep = MathF.Max(maxStep, d);
|
||||
sumStep += d;
|
||||
prevEye = cam.Position;
|
||||
eyes.Add(cam.Position);
|
||||
cells.Add(cam.ViewerCellId);
|
||||
if (cam.ViewerCellId != prevCell) { cellTransitions++; prevCell = cam.ViewerCellId; }
|
||||
}
|
||||
|
||||
// Wander bounding box.
|
||||
Vector3 mn = eyes[0], mx = eyes[0];
|
||||
foreach (var e in eyes) { mn = Vector3.Min(mn, e); mx = Vector3.Max(mx, e); }
|
||||
var span = mx - mn;
|
||||
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"steady-state: avgStep={sumStep / 20000 * 1e6:F1}um maxStep={maxStep * 1e6:F1}um wanderBox=({span.X * 1000:F2},{span.Y * 1000:F2},{span.Z * 1000:F2})mm"));
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"viewer cells seen: {cells.Count} transitions={cellTransitions} eye=({cam.Position.X:F6},{cam.Position.Y:F6},{cam.Position.Z:F6}) cell=0x{cam.ViewerCellId:X8}"));
|
||||
|
||||
// Orbit structure: 16 consecutive frames at 6dp, with the sweep's
|
||||
// own [flap-sweep] lines captured for the same frames.
|
||||
bool savedFlap = RenderingDiagnostics.ProbeFlapEnabled;
|
||||
var savedOut = Console.Out;
|
||||
try
|
||||
{
|
||||
RenderingDiagnostics.ProbeFlapEnabled = true;
|
||||
using var writer = new StringWriter();
|
||||
Console.SetOut(writer);
|
||||
for (int i = 0; i < 16; i++)
|
||||
{
|
||||
Step();
|
||||
writer.WriteLine(FormattableString.Invariant(
|
||||
$"orbit[{i:D2}] eye=({cam.Position.X:F6},{cam.Position.Y:F6},{cam.Position.Z:F6})"));
|
||||
}
|
||||
Console.SetOut(savedOut);
|
||||
foreach (var line in writer.ToString().Split('\n'))
|
||||
if (line.Length > 1) _out.WriteLine(line.TrimEnd());
|
||||
}
|
||||
finally
|
||||
{
|
||||
Console.SetOut(savedOut);
|
||||
RenderingDiagnostics.ProbeFlapEnabled = savedFlap;
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
CameraDiagnostics.AlignToSlope = savedAlign;
|
||||
CameraDiagnostics.CollideCamera = savedColl;
|
||||
CameraDiagnostics.TranslationStiffness = savedT;
|
||||
CameraDiagnostics.RotationStiffness = savedR;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -579,31 +579,233 @@ public class RetailChaseCameraTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void Update_CollisionDoesNotCorruptDampedState()
|
||||
public void Update_AfterClampReleases_EyeReExtendsGradually()
|
||||
{
|
||||
// Regression for the wall-press vibration: the sweep must NOT write its
|
||||
// clamped result back into the damped "sought" eye (retail keeps
|
||||
// viewer_sought_position separate from viewer). Frame 1 clamps the eye
|
||||
// near the pivot; frame 2 releases. With the damp state kept clean, the
|
||||
// published eye returns straight to the (constant) target on frame 2; if
|
||||
// it were corrupted, frame 2 would only lerp ~7.5% back from the clamp
|
||||
// and stay pinned near it.
|
||||
CameraDiagnostics.CollideCamera = true;
|
||||
var probe = new ClampThenReleaseProbe { ClampEye = new Vector3(0f, 0f, 2f) };
|
||||
var cam = new RetailChaseCamera { CollisionProbe = probe };
|
||||
// #180: retail's sought position is STATEFUL — CameraManager::UpdateCamera
|
||||
// (0x00456660) interpolates from the CURRENT SWEPT VIEWER toward the desired
|
||||
// pose, so after an obstruction clears the eye re-extends at the stiffness
|
||||
// rate (τ ≈ 0.22 s), NOT in one jump. (The previous pin here asserted the
|
||||
// instant full re-extension — the exact divergence that re-rolled the
|
||||
// full-length knife-edge boom ray per frame and produced the strobe.)
|
||||
bool savedColl = CameraDiagnostics.CollideCamera;
|
||||
float savedT = CameraDiagnostics.TranslationStiffness;
|
||||
float savedR = CameraDiagnostics.RotationStiffness;
|
||||
try
|
||||
{
|
||||
CameraDiagnostics.CollideCamera = true;
|
||||
CameraDiagnostics.TranslationStiffness = 0.45f;
|
||||
CameraDiagnostics.RotationStiffness = 0.45f;
|
||||
|
||||
void Step() => cam.Update(
|
||||
playerPosition: Vector3.Zero, playerYaw: 0f, playerVelocity: Vector3.Zero,
|
||||
isOnGround: true, contactPlaneNormal: Vector3.UnitZ, dt: 1f / 60f,
|
||||
cellId: 0x100, selfEntityId: 0x5);
|
||||
var probe = new ClampThenReleaseProbe { ClampEye = new Vector3(0f, 0f, 2f) };
|
||||
var cam = new RetailChaseCamera { CollisionProbe = probe };
|
||||
|
||||
Step(); // frame 1: clamps to (0,0,2)
|
||||
Step(); // frame 2: releases
|
||||
void Step() => cam.Update(
|
||||
playerPosition: Vector3.Zero, playerYaw: 0f, playerVelocity: Vector3.Zero,
|
||||
isOnGround: true, contactPlaneNormal: Vector3.UnitZ, dt: 1f / 60f,
|
||||
cellId: 0x100, selfEntityId: 0x5);
|
||||
|
||||
// Constant pose → target eye ≈ (-2.5, 0, 2.25). Full recovery means
|
||||
// Position.X is near the target (< -2), not pinned near the clamp (X≈0).
|
||||
Assert.True(cam.Position.X < -2f,
|
||||
$"published eye should fully recover to the target after release, got {cam.Position}");
|
||||
Step(); // frame 1: clamps to (0,0,2) — the viewer sits at the clamp
|
||||
Step(); // frame 2: releases
|
||||
|
||||
// Constant pose → target eye ≈ (-2.5, 0, 2.25). Frame 2's eye is one
|
||||
// 7.5% lerp step off the clamp (X ≈ -0.19) — near the clamp, NOT the
|
||||
// full target.
|
||||
Assert.True(cam.Position.X > -0.5f,
|
||||
$"eye must re-extend gradually from the contact, got {cam.Position}");
|
||||
|
||||
// ...and converges onto the target over the following seconds.
|
||||
for (int i = 0; i < 200; i++) Step();
|
||||
Assert.True(cam.Position.X < -2.4f,
|
||||
$"eye should converge to the target after release, got {cam.Position}");
|
||||
}
|
||||
finally
|
||||
{
|
||||
CameraDiagnostics.CollideCamera = savedColl;
|
||||
CameraDiagnostics.TranslationStiffness = savedT;
|
||||
CameraDiagnostics.RotationStiffness = savedR;
|
||||
}
|
||||
}
|
||||
|
||||
// Probe that records every requested sweep target and clamps the eye to a
|
||||
// fixed contact point (a wall the boom is pressed into).
|
||||
private sealed class RecordingClampProbe : ICameraCollisionProbe
|
||||
{
|
||||
public readonly System.Collections.Generic.List<Vector3> Requests = new();
|
||||
public Vector3 ClampEye;
|
||||
public CameraSweepResult SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId, Vector3 playerPos)
|
||||
{
|
||||
Requests.Add(desiredEye);
|
||||
return new CameraSweepResult(ClampEye, cellId);
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Update_SweepTargetConvergesOntoContact_NotTheFullBoom()
|
||||
{
|
||||
// THE #180 structural pin. Retail sweeps pivot → viewer_sought_position
|
||||
// (SmartBox::update_viewer 0x00453ce0), and the sought derives from the
|
||||
// swept viewer — so while pressed against a wall the requested sweep
|
||||
// target sits ONE interpolation step past the contact. acdream's old shape
|
||||
// re-requested the full-length ideal boom every frame; with mm input drift
|
||||
// that full ray grazed distant geometry at r±ε and flipped its first-contact
|
||||
// solution 0.27 m along the boom every few frames (the #176 stripes).
|
||||
bool savedColl = CameraDiagnostics.CollideCamera;
|
||||
float savedT = CameraDiagnostics.TranslationStiffness;
|
||||
float savedR = CameraDiagnostics.RotationStiffness;
|
||||
try
|
||||
{
|
||||
CameraDiagnostics.CollideCamera = true;
|
||||
CameraDiagnostics.TranslationStiffness = 0.45f;
|
||||
CameraDiagnostics.RotationStiffness = 0.45f;
|
||||
|
||||
var wall = new Vector3(0f, 0f, 2f);
|
||||
var probe = new RecordingClampProbe { ClampEye = wall };
|
||||
var cam = new RetailChaseCamera { CollisionProbe = probe };
|
||||
|
||||
void Step() => cam.Update(
|
||||
playerPosition: Vector3.Zero, playerYaw: 0f, playerVelocity: Vector3.Zero,
|
||||
isOnGround: true, contactPlaneNormal: Vector3.UnitZ, dt: 1f / 60f,
|
||||
cellId: 0x100, selfEntityId: 0x5);
|
||||
|
||||
Step(); // frame 1: init requests the full boom (AD-38), eye clamps to the wall
|
||||
Step(); // frame 2: the request must now derive from the CLAMPED viewer
|
||||
|
||||
// Frame 1 documents the contrast: the init request is the full-length
|
||||
// target, ~2.5 m from the contact.
|
||||
Assert.True(Vector3.Distance(probe.Requests[0], wall) > 2f,
|
||||
$"frame-1 init request should be the full boom, got {probe.Requests[0]}");
|
||||
|
||||
// Frame 2's request = one 7.5% lerp step off the wall (~0.19 m) — the
|
||||
// knife-edge full-length ray is never re-rolled.
|
||||
float reach = Vector3.Distance(probe.Requests[1], wall);
|
||||
Assert.True(reach < 0.3f,
|
||||
$"frame-2 sweep target must sit one step past the contact, got {reach:F3} m past it");
|
||||
}
|
||||
finally
|
||||
{
|
||||
CameraDiagnostics.CollideCamera = savedColl;
|
||||
CameraDiagnostics.TranslationStiffness = savedT;
|
||||
CameraDiagnostics.RotationStiffness = savedR;
|
||||
}
|
||||
}
|
||||
|
||||
// Probe that fails entirely on the FIRST call (retail set_viewer(player_pos, 1):
|
||||
// eye = player, viewer_cell = 0), then releases; records requests.
|
||||
private sealed class FallbackThenReleaseProbe : ICameraCollisionProbe
|
||||
{
|
||||
public readonly System.Collections.Generic.List<Vector3> Requests = new();
|
||||
public int Calls;
|
||||
public CameraSweepResult SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId, Vector3 playerPos)
|
||||
{
|
||||
Calls++;
|
||||
Requests.Add(desiredEye);
|
||||
return Calls == 1
|
||||
? new CameraSweepResult(playerPos, 0u) // total fallback (pc:92886)
|
||||
: new CameraSweepResult(desiredEye, cellId);
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Update_TotalFallback_ReExtendsFromThePlayer()
|
||||
{
|
||||
// After the total sweep failure retail resets viewer AND sought to the
|
||||
// player's position (set_viewer(player_pos, reset_sought=1)) — the camera
|
||||
// re-extends outward from the head, so the next sweep target is NEAR THE
|
||||
// PLAYER, not the full-length boom.
|
||||
bool savedColl = CameraDiagnostics.CollideCamera;
|
||||
float savedT = CameraDiagnostics.TranslationStiffness;
|
||||
float savedR = CameraDiagnostics.RotationStiffness;
|
||||
try
|
||||
{
|
||||
CameraDiagnostics.CollideCamera = true;
|
||||
CameraDiagnostics.TranslationStiffness = 0.45f;
|
||||
CameraDiagnostics.RotationStiffness = 0.45f;
|
||||
|
||||
var probe = new FallbackThenReleaseProbe();
|
||||
var cam = new RetailChaseCamera { CollisionProbe = probe };
|
||||
|
||||
void Step() => cam.Update(
|
||||
playerPosition: Vector3.Zero, playerYaw: 0f, playerVelocity: Vector3.Zero,
|
||||
isOnGround: true, contactPlaneNormal: Vector3.UnitZ, dt: 1f / 60f,
|
||||
cellId: 0x100, selfEntityId: 0x5);
|
||||
|
||||
Step(); // frame 1: total fallback — viewer snaps to the player, cell 0
|
||||
Assert.Equal(Vector3.Zero, cam.Position);
|
||||
Assert.Equal(0u, cam.ViewerCellId);
|
||||
|
||||
Step(); // frame 2: the sweep target re-extends FROM the player
|
||||
float reach = Vector3.Distance(probe.Requests[1], Vector3.Zero);
|
||||
Assert.True(reach < 0.3f,
|
||||
$"post-fallback sweep target must re-extend from the player, got {reach:F3} m out");
|
||||
}
|
||||
finally
|
||||
{
|
||||
CameraDiagnostics.CollideCamera = savedColl;
|
||||
CameraDiagnostics.TranslationStiffness = savedT;
|
||||
CameraDiagnostics.RotationStiffness = savedR;
|
||||
}
|
||||
}
|
||||
|
||||
// First-contact model of an infinite wall plane at X = WallX: requests whose
|
||||
// ray from the pivot crosses the plane stop AT the plane; others pass through.
|
||||
private sealed class WallPlaneProbe : ICameraCollisionProbe
|
||||
{
|
||||
public float WallX = -1f;
|
||||
public CameraSweepResult SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId, Vector3 playerPos)
|
||||
{
|
||||
if (desiredEye.X >= WallX || desiredEye.X - pivot.X >= -1e-6f)
|
||||
return new CameraSweepResult(desiredEye, cellId);
|
||||
float t = (WallX - pivot.X) / (desiredEye.X - pivot.X);
|
||||
return new CameraSweepResult(pivot + (desiredEye - pivot) * t, cellId);
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Update_PressedAgainstWall_EyeGlidesStably()
|
||||
{
|
||||
// The wall-press equilibrium: the sought parks one step past the contact,
|
||||
// the sweep clips it back, and the published eye stays glued to the wall
|
||||
// with no oscillation — retail's glide. (This was the fear behind the old
|
||||
// "must not feed back" comment; the retail shape is stable by construction
|
||||
// because the sweep target converges instead of fighting the full boom.)
|
||||
bool savedColl = CameraDiagnostics.CollideCamera;
|
||||
float savedT = CameraDiagnostics.TranslationStiffness;
|
||||
float savedR = CameraDiagnostics.RotationStiffness;
|
||||
try
|
||||
{
|
||||
CameraDiagnostics.CollideCamera = true;
|
||||
CameraDiagnostics.TranslationStiffness = 0.45f;
|
||||
CameraDiagnostics.RotationStiffness = 0.45f;
|
||||
|
||||
var cam = new RetailChaseCamera { CollisionProbe = new WallPlaneProbe { WallX = -1f } };
|
||||
|
||||
void Step() => cam.Update(
|
||||
playerPosition: Vector3.Zero, playerYaw: 0f, playerVelocity: Vector3.Zero,
|
||||
isOnGround: true, contactPlaneNormal: Vector3.UnitZ, dt: 1f / 60f,
|
||||
cellId: 0x100, selfEntityId: 0x5);
|
||||
|
||||
// Settle a few frames, then watch 30 frames for per-frame jumps.
|
||||
for (int i = 0; i < 5; i++) Step();
|
||||
Vector3 prev = cam.Position;
|
||||
float maxDelta = 0f;
|
||||
for (int i = 0; i < 30; i++)
|
||||
{
|
||||
Step();
|
||||
maxDelta = MathF.Max(maxDelta, Vector3.Distance(cam.Position, prev));
|
||||
prev = cam.Position;
|
||||
}
|
||||
|
||||
Assert.True(MathF.Abs(cam.Position.X - (-1f)) < 1e-3f,
|
||||
$"eye should sit on the wall plane, got {cam.Position}");
|
||||
Assert.True(maxDelta < 1e-3f,
|
||||
$"pressed against a wall the eye must not jump frame-to-frame, max delta {maxDelta:F5} m");
|
||||
}
|
||||
finally
|
||||
{
|
||||
CameraDiagnostics.CollideCamera = savedColl;
|
||||
CameraDiagnostics.TranslationStiffness = savedT;
|
||||
CameraDiagnostics.RotationStiffness = savedR;
|
||||
}
|
||||
}
|
||||
|
||||
// ── Convergence snap (Part 1: kills the at-rest boom drift) ────────
|
||||
|
|
|
|||
29
tests/AcDream.Bake.Tests/AcDream.Bake.Tests.csproj
Normal file
29
tests/AcDream.Bake.Tests/AcDream.Bake.Tests.csproj
Normal file
|
|
@ -0,0 +1,29 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net10.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
<IsPackable>false</IsPackable>
|
||||
<LangVersion>latest</LangVersion>
|
||||
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="coverlet.collector" Version="6.0.4" />
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.14.1" />
|
||||
<PackageReference Include="xunit" Version="2.9.3" />
|
||||
<PackageReference Include="xunit.runner.visualstudio" Version="3.1.4" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Using Include="Xunit" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<!-- NO Silk.NET / GL anywhere in this dependency chain (AcDream.Bake ->
|
||||
AcDream.Content -> AcDream.Core are all GL-free by construction). -->
|
||||
<ProjectReference Include="..\..\src\AcDream.Bake\AcDream.Bake.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
79
tests/AcDream.Bake.Tests/BakeDeterminismTests.cs
Normal file
79
tests/AcDream.Bake.Tests/BakeDeterminismTests.cs
Normal file
|
|
@ -0,0 +1,79 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using AcDream.Bake;
|
||||
|
||||
namespace AcDream.Bake.Tests;
|
||||
|
||||
/// <summary>
|
||||
/// Dat-gated byte-reproducibility gate for the bake pipeline (review finding
|
||||
/// 1): the plan's "bakes must be byte-reproducible run-to-run" is a whole-
|
||||
/// FILE property, so it must be tested through the REAL BakeRunner — the
|
||||
/// serializer-level determinism tests in Content.Tests can't see thread-
|
||||
/// completion-order effects in the blob region. Skips cleanly when the dats
|
||||
/// are absent (CI), same convention as
|
||||
/// tests/AcDream.Core.Tests/Conformance/DatConcurrencyStressTests.
|
||||
/// </summary>
|
||||
public sealed class BakeDeterminismTests : IDisposable {
|
||||
private readonly List<string> _tempFiles = new();
|
||||
|
||||
private string NewTempPakPath() {
|
||||
var path = Path.Combine(Path.GetTempPath(), $"acdream-baketest-{Guid.NewGuid():N}.pak");
|
||||
_tempFiles.Add(path);
|
||||
return path;
|
||||
}
|
||||
|
||||
public void Dispose() {
|
||||
foreach (var f in _tempFiles) {
|
||||
try { if (File.Exists(f)) File.Delete(f); } catch { /* best effort cleanup */ }
|
||||
}
|
||||
}
|
||||
|
||||
private static string? ResolveDatDir() {
|
||||
// Mirrors ConformanceDats.ResolveDatDir (env var, then the well-known
|
||||
// Documents fallback); duplicated because test projects can't
|
||||
// reference each other's helpers.
|
||||
var fromEnv = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR");
|
||||
if (!string.IsNullOrWhiteSpace(fromEnv) && Directory.Exists(fromEnv)) return fromEnv;
|
||||
|
||||
var def = Path.Combine(
|
||||
Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
|
||||
"Documents", "Asheron's Call");
|
||||
return Directory.Exists(def) ? def : null;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Bake_SameIdSet_DifferentThreadCounts_ByteIdenticalPaks() {
|
||||
var datDir = ResolveDatDir();
|
||||
if (datDir is null) return; // dats absent (CI) — skip, matching suite convention
|
||||
|
||||
// Small mixed fixture: GfxObjs (incl. the #119 tricky ids), Setups
|
||||
// (door setup carries emitters -> exercises the side-staged preload
|
||||
// path), and a Holtburg EnvCell. Big enough to span multiple asset
|
||||
// types; small enough to run in seconds.
|
||||
var ids = new HashSet<uint> {
|
||||
0x01000001u, 0x010002B4u, 0x010008A8u, 0x010014C3u,
|
||||
0x02000001u, 0x020019FFu, 0x020005D8u,
|
||||
0xA9B40100u, 0xA9B40101u,
|
||||
};
|
||||
|
||||
var pathA = NewTempPakPath();
|
||||
var pathB = NewTempPakPath();
|
||||
|
||||
// DIFFERENT thread counts on purpose: thread-completion order was the
|
||||
// nondeterminism source the sorted-batching fix removes — identical
|
||||
// bytes must hold regardless of parallelism.
|
||||
int rcA = BakeRunner.Run(new BakeOptions { DatDir = datDir, OutPath = pathA, IdFilter = ids, Threads = 8 });
|
||||
int rcB = BakeRunner.Run(new BakeOptions { DatDir = datDir, OutPath = pathB, IdFilter = ids, Threads = 3 });
|
||||
|
||||
Assert.Equal(0, rcA);
|
||||
Assert.Equal(0, rcB);
|
||||
|
||||
var bytesA = File.ReadAllBytes(pathA);
|
||||
var bytesB = File.ReadAllBytes(pathB);
|
||||
Assert.True(bytesA.Length == bytesB.Length,
|
||||
$"pak sizes differ between runs: {bytesA.Length} vs {bytesB.Length} bytes");
|
||||
Assert.True(bytesA.AsSpan().SequenceEqual(bytesB),
|
||||
"two bakes of the same id set produced different bytes — the sorted-batching determinism guarantee is broken");
|
||||
}
|
||||
}
|
||||
28
tests/AcDream.Content.Tests/AcDream.Content.Tests.csproj
Normal file
28
tests/AcDream.Content.Tests/AcDream.Content.Tests.csproj
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net10.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
<IsPackable>false</IsPackable>
|
||||
<LangVersion>latest</LangVersion>
|
||||
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="coverlet.collector" Version="6.0.4" />
|
||||
<PackageReference Include="Microsoft.Extensions.Logging.Abstractions" Version="9.0.9" />
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.14.1" />
|
||||
<PackageReference Include="xunit" Version="2.9.3" />
|
||||
<PackageReference Include="xunit.runner.visualstudio" Version="3.1.4" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Using Include="Xunit" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\src\AcDream.Content\AcDream.Content.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
38
tests/AcDream.Content.Tests/ContentConformanceDats.cs
Normal file
38
tests/AcDream.Content.Tests/ContentConformanceDats.cs
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using Microsoft.Extensions.Logging;
|
||||
|
||||
namespace AcDream.Content.Tests;
|
||||
|
||||
/// <summary>
|
||||
/// Dat-dir resolution for the Content.Tests dat-gated equivalence suite.
|
||||
/// Mirrors the exact pattern used by
|
||||
/// tests/AcDream.Core.Tests/Conformance/ConformanceDats.ResolveDatDir and
|
||||
/// tests/AcDream.Core.Tests/Conformance/DatConcurrencyStressTests
|
||||
/// ("dats absent (CI) -- skip, matching suite convention"). Content.Tests
|
||||
/// cannot reference AcDream.Core.Tests (a test project, not a library), so
|
||||
/// this is a deliberate small duplication of the resolution logic — not a
|
||||
/// new convention.
|
||||
/// </summary>
|
||||
public static class ContentConformanceDats {
|
||||
public static string? ResolveDatDir() {
|
||||
var fromEnv = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR");
|
||||
if (!string.IsNullOrWhiteSpace(fromEnv) && Directory.Exists(fromEnv)) return fromEnv;
|
||||
|
||||
var def = Path.Combine(
|
||||
Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
|
||||
"Documents", "Asheron's Call");
|
||||
return Directory.Exists(def) ? def : null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Minimal ILogger writing to Console — surfaces MeshExtractor failures during the equivalence sweep instead of silently swallowing them (NullLogger would hide the exact failure this suite exists to catch).</summary>
|
||||
internal sealed class TestConsoleLogger : ILogger {
|
||||
public IDisposable? BeginScope<TState>(TState state) where TState : notnull => null;
|
||||
public bool IsEnabled(LogLevel logLevel) => logLevel >= LogLevel.Warning;
|
||||
public void Log<TState>(LogLevel logLevel, EventId eventId, TState state, Exception? exception, Func<TState, Exception?, string> formatter) {
|
||||
if (!IsEnabled(logLevel)) return;
|
||||
Console.WriteLine($"[{logLevel}] MeshExtractor: {formatter(state, exception)}");
|
||||
if (exception is not null) Console.WriteLine(exception);
|
||||
}
|
||||
}
|
||||
31
tests/AcDream.Content.Tests/Crc32Tests.cs
Normal file
31
tests/AcDream.Content.Tests/Crc32Tests.cs
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
using System.Text;
|
||||
using AcDream.Content.Pak;
|
||||
|
||||
namespace AcDream.Content.Tests;
|
||||
|
||||
/// <summary>
|
||||
/// Known-answer vectors for the hand-rolled CRC-32 (IEEE 802.3 / zip / PNG
|
||||
/// variant). Without these the suite is blind to a self-consistent-but-wrong
|
||||
/// implementation: writer and reader would agree with each other while
|
||||
/// producing values no external tool could reproduce (review finding 6).
|
||||
/// </summary>
|
||||
public class Crc32Tests {
|
||||
[Fact]
|
||||
public void KnownAnswer_123456789_IsCBF43926() {
|
||||
// THE standard CRC-32 check value: CRC of the ASCII string
|
||||
// "123456789" is 0xCBF43926 for the reflected 0xEDB88320 polynomial.
|
||||
var input = Encoding.ASCII.GetBytes("123456789");
|
||||
Assert.Equal(0xCBF43926u, Crc32.Compute(input));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void KnownAnswer_EmptyInput_IsZero() {
|
||||
Assert.Equal(0x00000000u, Crc32.Compute(ReadOnlySpan<byte>.Empty));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void KnownAnswer_SingleZeroByte() {
|
||||
// CRC-32 of a single 0x00 byte is 0xD202EF8D (standard vector).
|
||||
Assert.Equal(0xD202EF8Du, Crc32.Compute(new byte[] { 0x00 }));
|
||||
}
|
||||
}
|
||||
221
tests/AcDream.Content.Tests/ObjectMeshDataEquality.cs
Normal file
221
tests/AcDream.Content.Tests/ObjectMeshDataEquality.cs
Normal file
|
|
@ -0,0 +1,221 @@
|
|||
using System.Linq;
|
||||
using Chorizite.Core.Render.Enums;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
namespace AcDream.Content.Tests;
|
||||
|
||||
/// <summary>
|
||||
/// Field-by-field deep-equality comparator for <see cref="ObjectMeshData"/> and
|
||||
/// its whole family (<see cref="MeshBatchData"/>, <see cref="TextureBatchData"/>,
|
||||
/// <see cref="StagedEmitter"/>, <see cref="TextureKey"/>). Used by both the
|
||||
/// round-trip tests (Task 3) and the dat-gated equivalence suite (Task 6) so a
|
||||
/// mismatch always names the exact field that diverged instead of just
|
||||
/// "objects not equal".
|
||||
/// </summary>
|
||||
public static class ObjectMeshDataEquality {
|
||||
public static void AssertEqual(ObjectMeshData? expected, ObjectMeshData? actual, string path = "root") {
|
||||
if (expected is null && actual is null) return;
|
||||
Assert.True(expected is not null, $"{path}: expected null but actual was non-null");
|
||||
Assert.True(actual is not null, $"{path}: expected non-null but actual was null");
|
||||
|
||||
Assert.True(expected.ObjectId == actual.ObjectId, $"{path}.ObjectId: expected 0x{expected.ObjectId:X16}, got 0x{actual.ObjectId:X16}");
|
||||
Assert.True(expected.IsSetup == actual.IsSetup, $"{path}.IsSetup: expected {expected.IsSetup}, got {actual.IsSetup}");
|
||||
AssertVerticesEqual(expected.Vertices, actual.Vertices, $"{path}.Vertices");
|
||||
|
||||
Assert.True(expected.Batches.Count == actual.Batches.Count,
|
||||
$"{path}.Batches.Count: expected {expected.Batches.Count}, got {actual.Batches.Count}");
|
||||
for (int i = 0; i < expected.Batches.Count; i++)
|
||||
AssertBatchEqual(expected.Batches[i], actual.Batches[i], $"{path}.Batches[{i}]");
|
||||
|
||||
Assert.True(expected.UploadAttempts == actual.UploadAttempts,
|
||||
$"{path}.UploadAttempts: expected {expected.UploadAttempts}, got {actual.UploadAttempts}");
|
||||
|
||||
AssertEqual(expected.EnvCellGeometry, actual.EnvCellGeometry, $"{path}.EnvCellGeometry");
|
||||
|
||||
Assert.True(expected.SetupParts.Count == actual.SetupParts.Count,
|
||||
$"{path}.SetupParts.Count: expected {expected.SetupParts.Count}, got {actual.SetupParts.Count}");
|
||||
for (int i = 0; i < expected.SetupParts.Count; i++) {
|
||||
var (eId, eT) = expected.SetupParts[i];
|
||||
var (aId, aT) = actual.SetupParts[i];
|
||||
Assert.True(eId == aId, $"{path}.SetupParts[{i}].GfxObjId: expected 0x{eId:X16}, got 0x{aId:X16}");
|
||||
AssertMatrixEqual(eT, aT, $"{path}.SetupParts[{i}].Transform");
|
||||
}
|
||||
|
||||
Assert.True(expected.ParticleEmitters.Count == actual.ParticleEmitters.Count,
|
||||
$"{path}.ParticleEmitters.Count: expected {expected.ParticleEmitters.Count}, got {actual.ParticleEmitters.Count}");
|
||||
for (int i = 0; i < expected.ParticleEmitters.Count; i++)
|
||||
AssertStagedEmitterEqual(expected.ParticleEmitters[i], actual.ParticleEmitters[i], $"{path}.ParticleEmitters[{i}]");
|
||||
|
||||
AssertTextureBatchesEqual(expected.TextureBatches, actual.TextureBatches, $"{path}.TextureBatches");
|
||||
|
||||
AssertBoundingBoxEqual(expected.BoundingBox, actual.BoundingBox, $"{path}.BoundingBox");
|
||||
AssertVector3Equal(expected.SortCenter, actual.SortCenter, $"{path}.SortCenter");
|
||||
Assert.True(expected.DIDDegrade == actual.DIDDegrade, $"{path}.DIDDegrade: expected {expected.DIDDegrade}, got {actual.DIDDegrade}");
|
||||
|
||||
AssertSphereEqual(expected.SelectionSphere, actual.SelectionSphere, $"{path}.SelectionSphere");
|
||||
AssertVector3ArrayEqual(expected.EdgeLines, actual.EdgeLines, $"{path}.EdgeLines");
|
||||
}
|
||||
|
||||
private static void AssertVerticesEqual(VertexPositionNormalTexture[] expected, VertexPositionNormalTexture[] actual, string path) {
|
||||
Assert.True(expected.Length == actual.Length, $"{path}.Length: expected {expected.Length}, got {actual.Length}");
|
||||
for (int i = 0; i < expected.Length; i++) {
|
||||
AssertVector3Equal(expected[i].Position, actual[i].Position, $"{path}[{i}].Position");
|
||||
AssertVector3Equal(expected[i].Normal, actual[i].Normal, $"{path}[{i}].Normal");
|
||||
Assert.True(BitEqual(expected[i].UV, actual[i].UV), $"{path}[{i}].UV: expected {expected[i].UV}, got {actual[i].UV}");
|
||||
}
|
||||
}
|
||||
|
||||
private static void AssertBatchEqual(MeshBatchData expected, MeshBatchData actual, string path) {
|
||||
Assert.True(expected.Indices.SequenceEqual(actual.Indices),
|
||||
$"{path}.Indices: expected [{string.Join(",", expected.Indices)}], got [{string.Join(",", actual.Indices)}]");
|
||||
Assert.True(expected.TextureFormat == actual.TextureFormat,
|
||||
$"{path}.TextureFormat: expected {expected.TextureFormat}, got {actual.TextureFormat}");
|
||||
AssertTextureKeyEqual(expected.TextureKey, actual.TextureKey, $"{path}.TextureKey");
|
||||
Assert.True(expected.TextureIndex == actual.TextureIndex,
|
||||
$"{path}.TextureIndex: expected {expected.TextureIndex}, got {actual.TextureIndex}");
|
||||
Assert.True(expected.TextureData.SequenceEqual(actual.TextureData),
|
||||
$"{path}.TextureData: length expected {expected.TextureData.Length}, got {actual.TextureData.Length}");
|
||||
Assert.True(expected.UploadPixelFormat == actual.UploadPixelFormat,
|
||||
$"{path}.UploadPixelFormat: expected {expected.UploadPixelFormat}, got {actual.UploadPixelFormat}");
|
||||
Assert.True(expected.UploadPixelType == actual.UploadPixelType,
|
||||
$"{path}.UploadPixelType: expected {expected.UploadPixelType}, got {actual.UploadPixelType}");
|
||||
Assert.True(expected.CullMode == actual.CullMode,
|
||||
$"{path}.CullMode: expected {expected.CullMode}, got {actual.CullMode}");
|
||||
}
|
||||
|
||||
private static void AssertTextureBatchDataEqual(TextureBatchData expected, TextureBatchData actual, string path) {
|
||||
AssertTextureKeyEqual(expected.Key, actual.Key, $"{path}.Key");
|
||||
Assert.True(expected.TextureData.SequenceEqual(actual.TextureData),
|
||||
$"{path}.TextureData: length expected {expected.TextureData.Length}, got {actual.TextureData.Length}");
|
||||
Assert.True(expected.UploadPixelFormat == actual.UploadPixelFormat,
|
||||
$"{path}.UploadPixelFormat: expected {expected.UploadPixelFormat}, got {actual.UploadPixelFormat}");
|
||||
Assert.True(expected.UploadPixelType == actual.UploadPixelType,
|
||||
$"{path}.UploadPixelType: expected {expected.UploadPixelType}, got {actual.UploadPixelType}");
|
||||
Assert.True(expected.Indices.SequenceEqual(actual.Indices),
|
||||
$"{path}.Indices: expected [{string.Join(",", expected.Indices)}], got [{string.Join(",", actual.Indices)}]");
|
||||
Assert.True(expected.CullMode == actual.CullMode, $"{path}.CullMode: expected {expected.CullMode}, got {actual.CullMode}");
|
||||
Assert.True(expected.IsTransparent == actual.IsTransparent, $"{path}.IsTransparent: expected {expected.IsTransparent}, got {actual.IsTransparent}");
|
||||
Assert.True(expected.IsAdditive == actual.IsAdditive, $"{path}.IsAdditive: expected {expected.IsAdditive}, got {actual.IsAdditive}");
|
||||
Assert.True(expected.HasWrappingUVs == actual.HasWrappingUVs, $"{path}.HasWrappingUVs: expected {expected.HasWrappingUVs}, got {actual.HasWrappingUVs}");
|
||||
}
|
||||
|
||||
private static void AssertTextureBatchesEqual(
|
||||
System.Collections.Generic.Dictionary<(int Width, int Height, TextureFormat Format), System.Collections.Generic.List<TextureBatchData>> expected,
|
||||
System.Collections.Generic.Dictionary<(int Width, int Height, TextureFormat Format), System.Collections.Generic.List<TextureBatchData>> actual,
|
||||
string path) {
|
||||
Assert.True(expected.Count == actual.Count, $"{path}.Count: expected {expected.Count}, got {actual.Count}");
|
||||
foreach (var key in expected.Keys) {
|
||||
Assert.True(actual.ContainsKey(key), $"{path}: missing key {key}");
|
||||
var expList = expected[key];
|
||||
var actList = actual[key];
|
||||
Assert.True(expList.Count == actList.Count, $"{path}[{key}].Count: expected {expList.Count}, got {actList.Count}");
|
||||
for (int i = 0; i < expList.Count; i++)
|
||||
AssertTextureBatchDataEqual(expList[i], actList[i], $"{path}[{key}][{i}]");
|
||||
}
|
||||
}
|
||||
|
||||
private static void AssertStagedEmitterEqual(StagedEmitter expected, StagedEmitter actual, string path) {
|
||||
Assert.True(expected.PartIndex == actual.PartIndex, $"{path}.PartIndex: expected {expected.PartIndex}, got {actual.PartIndex}");
|
||||
AssertMatrixEqual(expected.Offset, actual.Offset, $"{path}.Offset");
|
||||
AssertParticleEmitterEqual(expected.Emitter, actual.Emitter, $"{path}.Emitter");
|
||||
}
|
||||
|
||||
private static void AssertParticleEmitterEqual(ParticleEmitter? expected, ParticleEmitter? actual, string path) {
|
||||
if (expected is null && actual is null) return;
|
||||
Assert.True(expected is not null, $"{path}: expected null but actual was non-null");
|
||||
Assert.True(actual is not null, $"{path}: expected non-null but actual was null");
|
||||
|
||||
Assert.True(expected.Id == actual.Id, $"{path}.Id: expected 0x{expected.Id:X8}, got 0x{actual.Id:X8}");
|
||||
Assert.True(expected.DataCategory == actual.DataCategory, $"{path}.DataCategory: expected {expected.DataCategory}, got {actual.DataCategory}");
|
||||
Assert.True(expected.Unknown == actual.Unknown, $"{path}.Unknown: expected {expected.Unknown}, got {actual.Unknown}");
|
||||
Assert.True(expected.EmitterType == actual.EmitterType, $"{path}.EmitterType: expected {expected.EmitterType}, got {actual.EmitterType}");
|
||||
Assert.True(expected.ParticleType == actual.ParticleType, $"{path}.ParticleType: expected {expected.ParticleType}, got {actual.ParticleType}");
|
||||
Assert.True(expected.GfxObjId.DataId == actual.GfxObjId.DataId, $"{path}.GfxObjId: expected 0x{expected.GfxObjId.DataId:X8}, got 0x{actual.GfxObjId.DataId:X8}");
|
||||
Assert.True(expected.HwGfxObjId.DataId == actual.HwGfxObjId.DataId, $"{path}.HwGfxObjId: expected 0x{expected.HwGfxObjId.DataId:X8}, got 0x{actual.HwGfxObjId.DataId:X8}");
|
||||
Assert.True(BitEqual(expected.Birthrate, actual.Birthrate), $"{path}.Birthrate: expected {expected.Birthrate}, got {actual.Birthrate}");
|
||||
Assert.True(expected.MaxParticles == actual.MaxParticles, $"{path}.MaxParticles: expected {expected.MaxParticles}, got {actual.MaxParticles}");
|
||||
Assert.True(expected.InitialParticles == actual.InitialParticles, $"{path}.InitialParticles: expected {expected.InitialParticles}, got {actual.InitialParticles}");
|
||||
Assert.True(expected.TotalParticles == actual.TotalParticles, $"{path}.TotalParticles: expected {expected.TotalParticles}, got {actual.TotalParticles}");
|
||||
Assert.True(BitEqual(expected.TotalSeconds, actual.TotalSeconds), $"{path}.TotalSeconds: expected {expected.TotalSeconds}, got {actual.TotalSeconds}");
|
||||
Assert.True(BitEqual(expected.Lifespan, actual.Lifespan), $"{path}.Lifespan: expected {expected.Lifespan}, got {actual.Lifespan}");
|
||||
Assert.True(BitEqual(expected.LifespanRand, actual.LifespanRand), $"{path}.LifespanRand: expected {expected.LifespanRand}, got {actual.LifespanRand}");
|
||||
AssertVector3Equal(expected.OffsetDir, actual.OffsetDir, $"{path}.OffsetDir");
|
||||
Assert.True(BitEqual(expected.MinOffset, actual.MinOffset), $"{path}.MinOffset: expected {expected.MinOffset}, got {actual.MinOffset}");
|
||||
Assert.True(BitEqual(expected.MaxOffset, actual.MaxOffset), $"{path}.MaxOffset: expected {expected.MaxOffset}, got {actual.MaxOffset}");
|
||||
AssertVector3Equal(expected.A, actual.A, $"{path}.A");
|
||||
Assert.True(BitEqual(expected.MinA, actual.MinA), $"{path}.MinA: expected {expected.MinA}, got {actual.MinA}");
|
||||
Assert.True(BitEqual(expected.MaxA, actual.MaxA), $"{path}.MaxA: expected {expected.MaxA}, got {actual.MaxA}");
|
||||
AssertVector3Equal(expected.B, actual.B, $"{path}.B");
|
||||
Assert.True(BitEqual(expected.MinB, actual.MinB), $"{path}.MinB: expected {expected.MinB}, got {actual.MinB}");
|
||||
Assert.True(BitEqual(expected.MaxB, actual.MaxB), $"{path}.MaxB: expected {expected.MaxB}, got {actual.MaxB}");
|
||||
AssertVector3Equal(expected.C, actual.C, $"{path}.C");
|
||||
Assert.True(BitEqual(expected.MinC, actual.MinC), $"{path}.MinC: expected {expected.MinC}, got {actual.MinC}");
|
||||
Assert.True(BitEqual(expected.MaxC, actual.MaxC), $"{path}.MaxC: expected {expected.MaxC}, got {actual.MaxC}");
|
||||
Assert.True(BitEqual(expected.StartScale, actual.StartScale), $"{path}.StartScale: expected {expected.StartScale}, got {actual.StartScale}");
|
||||
Assert.True(BitEqual(expected.FinalScale, actual.FinalScale), $"{path}.FinalScale: expected {expected.FinalScale}, got {actual.FinalScale}");
|
||||
Assert.True(BitEqual(expected.ScaleRand, actual.ScaleRand), $"{path}.ScaleRand: expected {expected.ScaleRand}, got {actual.ScaleRand}");
|
||||
Assert.True(BitEqual(expected.StartTrans, actual.StartTrans), $"{path}.StartTrans: expected {expected.StartTrans}, got {actual.StartTrans}");
|
||||
Assert.True(BitEqual(expected.FinalTrans, actual.FinalTrans), $"{path}.FinalTrans: expected {expected.FinalTrans}, got {actual.FinalTrans}");
|
||||
Assert.True(BitEqual(expected.TransRand, actual.TransRand), $"{path}.TransRand: expected {expected.TransRand}, got {actual.TransRand}");
|
||||
Assert.True(expected.IsParentLocal == actual.IsParentLocal, $"{path}.IsParentLocal: expected {expected.IsParentLocal}, got {actual.IsParentLocal}");
|
||||
}
|
||||
|
||||
private static void AssertTextureKeyEqual(TextureKey expected, TextureKey actual, string path) {
|
||||
Assert.True(expected.Equals(actual),
|
||||
$"{path}: expected SurfaceId=0x{expected.SurfaceId:X8} PaletteId=0x{expected.PaletteId:X8} Stippling={expected.Stippling} IsSolid={expected.IsSolid}, " +
|
||||
$"got SurfaceId=0x{actual.SurfaceId:X8} PaletteId=0x{actual.PaletteId:X8} Stippling={actual.Stippling} IsSolid={actual.IsSolid}");
|
||||
}
|
||||
|
||||
private static void AssertBoundingBoxEqual(Chorizite.Core.Lib.BoundingBox expected, Chorizite.Core.Lib.BoundingBox actual, string path) {
|
||||
AssertVector3Equal(expected.Min, actual.Min, $"{path}.Min");
|
||||
AssertVector3Equal(expected.Max, actual.Max, $"{path}.Max");
|
||||
}
|
||||
|
||||
private static void AssertSphereEqual(Sphere? expected, Sphere? actual, string path) {
|
||||
if (expected is null && actual is null) return;
|
||||
Assert.True(expected is not null, $"{path}: expected null but actual was non-null");
|
||||
Assert.True(actual is not null, $"{path}: expected non-null but actual was null");
|
||||
AssertVector3Equal(expected.Origin, actual.Origin, $"{path}.Origin");
|
||||
Assert.True(BitEqual(expected.Radius, actual.Radius), $"{path}.Radius: expected {expected.Radius}, got {actual.Radius}");
|
||||
}
|
||||
|
||||
private static void AssertVector3Equal(System.Numerics.Vector3 expected, System.Numerics.Vector3 actual, string path) {
|
||||
Assert.True(BitEqual(expected, actual), $"{path}: expected {expected}, got {actual}");
|
||||
}
|
||||
|
||||
private static void AssertVector3ArrayEqual(System.Numerics.Vector3[] expected, System.Numerics.Vector3[] actual, string path) {
|
||||
Assert.True(expected.Length == actual.Length, $"{path}.Length: expected {expected.Length}, got {actual.Length}");
|
||||
for (int i = 0; i < expected.Length; i++)
|
||||
AssertVector3Equal(expected[i], actual[i], $"{path}[{i}]");
|
||||
}
|
||||
|
||||
private static void AssertMatrixEqual(System.Numerics.Matrix4x4 expected, System.Numerics.Matrix4x4 actual, string path) {
|
||||
Assert.True(BitEqual(expected, actual), $"{path}: expected {expected}, got {actual}");
|
||||
}
|
||||
|
||||
// ---- bitwise float equality ----------------------------------------------
|
||||
// The pak stores raw IEEE-754 bits, so "round-trip preserved the field"
|
||||
// means BIT equality, not `==` semantics: `==` is false for NaN==NaN
|
||||
// (a NaN payload surviving the round-trip would FAIL a correct
|
||||
// serializer) and true for -0.0==+0.0 (a sign-bit flip would silently
|
||||
// PASS). Review finding 9.
|
||||
|
||||
private static bool BitEqual(float a, float b) =>
|
||||
BitConverter.SingleToInt32Bits(a) == BitConverter.SingleToInt32Bits(b);
|
||||
|
||||
private static bool BitEqual(double a, double b) =>
|
||||
BitConverter.DoubleToInt64Bits(a) == BitConverter.DoubleToInt64Bits(b);
|
||||
|
||||
private static bool BitEqual(System.Numerics.Vector2 a, System.Numerics.Vector2 b) =>
|
||||
BitEqual(a.X, b.X) && BitEqual(a.Y, b.Y);
|
||||
|
||||
private static bool BitEqual(System.Numerics.Vector3 a, System.Numerics.Vector3 b) =>
|
||||
BitEqual(a.X, b.X) && BitEqual(a.Y, b.Y) && BitEqual(a.Z, b.Z);
|
||||
|
||||
private static bool BitEqual(System.Numerics.Matrix4x4 a, System.Numerics.Matrix4x4 b) =>
|
||||
BitEqual(a.M11, b.M11) && BitEqual(a.M12, b.M12) && BitEqual(a.M13, b.M13) && BitEqual(a.M14, b.M14) &&
|
||||
BitEqual(a.M21, b.M21) && BitEqual(a.M22, b.M22) && BitEqual(a.M23, b.M23) && BitEqual(a.M24, b.M24) &&
|
||||
BitEqual(a.M31, b.M31) && BitEqual(a.M32, b.M32) && BitEqual(a.M33, b.M33) && BitEqual(a.M34, b.M34) &&
|
||||
BitEqual(a.M41, b.M41) && BitEqual(a.M42, b.M42) && BitEqual(a.M43, b.M43) && BitEqual(a.M44, b.M44);
|
||||
}
|
||||
297
tests/AcDream.Content.Tests/ObjectMeshDataSerializerTests.cs
Normal file
297
tests/AcDream.Content.Tests/ObjectMeshDataSerializerTests.cs
Normal file
|
|
@ -0,0 +1,297 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Numerics;
|
||||
using AcDream.Content.Pak;
|
||||
using Chorizite.Core.Lib;
|
||||
using Chorizite.Core.Render.Enums;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Types;
|
||||
using CullMode = DatReaderWriter.Enums.CullMode;
|
||||
using StipplingType = DatReaderWriter.Enums.StipplingType;
|
||||
using EmitterType = DatReaderWriter.Enums.EmitterType;
|
||||
using ParticleType = DatReaderWriter.Enums.ParticleType;
|
||||
|
||||
namespace AcDream.Content.Tests;
|
||||
|
||||
public class ObjectMeshDataSerializerTests {
|
||||
// ---- fixture builders ---------------------------------------------------
|
||||
|
||||
private static ObjectMeshData EmptyObject() => new() {
|
||||
ObjectId = 0x0100_0001u,
|
||||
IsSetup = false,
|
||||
};
|
||||
|
||||
private static ObjectMeshData VerticesAndIndicesOnly() {
|
||||
var data = new ObjectMeshData {
|
||||
ObjectId = 0x0100_0002u,
|
||||
IsSetup = false,
|
||||
Vertices = new[] {
|
||||
new VertexPositionNormalTexture(new Vector3(1, 2, 3), new Vector3(0, 0, 1), new Vector2(0, 0)),
|
||||
new VertexPositionNormalTexture(new Vector3(4, 5, 6), new Vector3(0, 1, 0), new Vector2(1, 0)),
|
||||
new VertexPositionNormalTexture(new Vector3(7, 8, 9), new Vector3(1, 0, 0), new Vector2(1, 1)),
|
||||
},
|
||||
BoundingBox = new BoundingBox(new Vector3(1, 2, 3), new Vector3(7, 8, 9)),
|
||||
SortCenter = new Vector3(4, 5, 6),
|
||||
DIDDegrade = 0x11223344,
|
||||
};
|
||||
data.Batches.Add(new MeshBatchData {
|
||||
Indices = new ushort[] { 0, 1, 2 },
|
||||
TextureFormat = (64, 64, TextureFormat.RGBA8),
|
||||
TextureKey = new TextureKey { SurfaceId = 0x08000001, PaletteId = 0x04000001, Stippling = StipplingType.Both, IsSolid = true },
|
||||
TextureIndex = 0,
|
||||
TextureData = new byte[] { 1, 2, 3, 4, 5, 6, 7, 8 },
|
||||
UploadPixelFormat = AcDream.Content.UploadPixelFormat.Rgba,
|
||||
UploadPixelType = AcDream.Content.UploadPixelType.UnsignedByte,
|
||||
CullMode = CullMode.Clockwise,
|
||||
});
|
||||
return data;
|
||||
}
|
||||
|
||||
private static ObjectMeshData MultipleTextureBatchGroups() {
|
||||
var data = EmptyObject();
|
||||
data.ObjectId = 0x0100_0003u;
|
||||
|
||||
TextureBatchData Batch(uint surfaceId, string tag) => new() {
|
||||
Key = new TextureKey { SurfaceId = surfaceId, PaletteId = 1, Stippling = StipplingType.Positive, IsSolid = false },
|
||||
TextureData = System.Text.Encoding.ASCII.GetBytes(tag),
|
||||
UploadPixelFormat = AcDream.Content.UploadPixelFormat.Rgba,
|
||||
UploadPixelType = AcDream.Content.UploadPixelType.UnsignedByte,
|
||||
Indices = new List<ushort> { 0, 1, 2, 2, 3, 0 },
|
||||
CullMode = CullMode.CounterClockwise,
|
||||
IsTransparent = true,
|
||||
IsAdditive = false,
|
||||
HasWrappingUVs = true,
|
||||
};
|
||||
|
||||
data.TextureBatches[(32, 32, TextureFormat.RGBA8)] = new List<TextureBatchData> { Batch(1, "a"), Batch(2, "b") };
|
||||
data.TextureBatches[(64, 64, TextureFormat.DXT5)] = new List<TextureBatchData> { Batch(3, "c") };
|
||||
data.TextureBatches[(16, 16, TextureFormat.A8)] = new List<TextureBatchData> { Batch(4, "d"), Batch(5, "e"), Batch(6, "f") };
|
||||
return data;
|
||||
}
|
||||
|
||||
private static ObjectMeshData SetupWithParts() {
|
||||
var data = EmptyObject();
|
||||
data.ObjectId = 0x0200_0001u;
|
||||
data.IsSetup = true;
|
||||
data.SetupParts.Add((0x0100_0010u, Matrix4x4.CreateTranslation(1, 2, 3)));
|
||||
data.SetupParts.Add((0x0100_0011u, Matrix4x4.CreateFromYawPitchRoll(0.1f, 0.2f, 0.3f)));
|
||||
return data;
|
||||
}
|
||||
|
||||
private static ParticleEmitter BuildEmitter(uint id) => new() {
|
||||
Id = id,
|
||||
DataCategory = 0x2A,
|
||||
Unknown = 7,
|
||||
EmitterType = EmitterType.BirthratePerSec,
|
||||
ParticleType = ParticleType.Explode,
|
||||
GfxObjId = new QualifiedDataId<GfxObj> { DataId = 0x0100_0099u },
|
||||
HwGfxObjId = new QualifiedDataId<GfxObj> { DataId = 0x0100_009Au },
|
||||
Birthrate = 2.5,
|
||||
MaxParticles = 40,
|
||||
InitialParticles = 5,
|
||||
TotalParticles = 100,
|
||||
TotalSeconds = 3.0,
|
||||
Lifespan = 1.5,
|
||||
LifespanRand = 0.25,
|
||||
OffsetDir = new Vector3(0, 0, 1),
|
||||
MinOffset = 0.1f,
|
||||
MaxOffset = 0.5f,
|
||||
A = new Vector3(1, 0, 0),
|
||||
MinA = 0.9f,
|
||||
MaxA = 1.1f,
|
||||
B = new Vector3(0, 1, 0),
|
||||
MinB = 0.8f,
|
||||
MaxB = 1.2f,
|
||||
C = new Vector3(0, 0, 1),
|
||||
MinC = 0.7f,
|
||||
MaxC = 1.3f,
|
||||
StartScale = 0.5f,
|
||||
FinalScale = 1.5f,
|
||||
ScaleRand = 0.05f,
|
||||
StartTrans = 1f,
|
||||
FinalTrans = 0f,
|
||||
TransRand = 0.1f,
|
||||
IsParentLocal = true,
|
||||
};
|
||||
|
||||
private static ObjectMeshData WithEmitters() {
|
||||
var data = EmptyObject();
|
||||
data.ObjectId = 0x0200_0002u;
|
||||
data.IsSetup = true;
|
||||
data.ParticleEmitters.Add(new StagedEmitter {
|
||||
Emitter = BuildEmitter(0x2A00_0001u),
|
||||
PartIndex = 3,
|
||||
Offset = Matrix4x4.CreateTranslation(10, 20, 30),
|
||||
});
|
||||
data.ParticleEmitters.Add(new StagedEmitter {
|
||||
Emitter = BuildEmitter(0x2A00_0002u),
|
||||
PartIndex = 0,
|
||||
Offset = Matrix4x4.Identity,
|
||||
});
|
||||
return data;
|
||||
}
|
||||
|
||||
private static ObjectMeshData WithNullableFieldsPresent() {
|
||||
var data = EmptyObject();
|
||||
data.ObjectId = 0x0300_0001u;
|
||||
data.SelectionSphere = new Sphere { Origin = new Vector3(1, 1, 1), Radius = 2.5f };
|
||||
data.Batches.Add(new MeshBatchData {
|
||||
Indices = new ushort[] { 0 },
|
||||
UploadPixelFormat = AcDream.Content.UploadPixelFormat.Rgba,
|
||||
UploadPixelType = AcDream.Content.UploadPixelType.UnsignedByte,
|
||||
});
|
||||
return data;
|
||||
}
|
||||
|
||||
private static ObjectMeshData WithNullableFieldsAbsent() {
|
||||
var data = EmptyObject();
|
||||
data.ObjectId = 0x0300_0002u;
|
||||
data.SelectionSphere = null;
|
||||
data.Batches.Add(new MeshBatchData {
|
||||
Indices = new ushort[] { 0 },
|
||||
UploadPixelFormat = null,
|
||||
UploadPixelType = null,
|
||||
});
|
||||
return data;
|
||||
}
|
||||
|
||||
private static ObjectMeshData WithEdgeLines() {
|
||||
var data = EmptyObject();
|
||||
data.ObjectId = 0x0400_0001u;
|
||||
data.EdgeLines = new[] {
|
||||
new Vector3(0, 0, 0), new Vector3(1, 0, 0),
|
||||
new Vector3(1, 0, 0), new Vector3(1, 1, 0),
|
||||
};
|
||||
return data;
|
||||
}
|
||||
|
||||
private static ObjectMeshData WithNestedEnvCellGeometry() {
|
||||
var data = EmptyObject();
|
||||
data.ObjectId = 0x0D00_0001_0000_0100u | (1UL << 32);
|
||||
data.IsSetup = true;
|
||||
data.EnvCellGeometry = VerticesAndIndicesOnly();
|
||||
return data;
|
||||
}
|
||||
|
||||
public static IEnumerable<object[]> AllFixtures() {
|
||||
yield return new object[] { EmptyObject() };
|
||||
yield return new object[] { VerticesAndIndicesOnly() };
|
||||
yield return new object[] { MultipleTextureBatchGroups() };
|
||||
yield return new object[] { SetupWithParts() };
|
||||
yield return new object[] { WithEmitters() };
|
||||
yield return new object[] { WithNullableFieldsPresent() };
|
||||
yield return new object[] { WithNullableFieldsAbsent() };
|
||||
yield return new object[] { WithEdgeLines() };
|
||||
yield return new object[] { WithNestedEnvCellGeometry() };
|
||||
}
|
||||
|
||||
// ---- round-trip tests ----------------------------------------------------
|
||||
|
||||
[Theory]
|
||||
[MemberData(nameof(AllFixtures))]
|
||||
public void RoundTrip_PreservesEveryField(ObjectMeshData original) {
|
||||
using var ms = new MemoryStream();
|
||||
ObjectMeshDataSerializer.Write(original, ms);
|
||||
var bytes = ms.ToArray();
|
||||
|
||||
var readBack = ObjectMeshDataSerializer.Read(bytes);
|
||||
|
||||
ObjectMeshDataEquality.AssertEqual(original, readBack);
|
||||
}
|
||||
|
||||
// ---- determinism -----------------------------------------------------
|
||||
|
||||
[Fact]
|
||||
public void Serialize_SameInstanceTwice_ByteIdentical() {
|
||||
var data = MultipleTextureBatchGroups();
|
||||
|
||||
using var ms1 = new MemoryStream();
|
||||
ObjectMeshDataSerializer.Write(data, ms1);
|
||||
|
||||
using var ms2 = new MemoryStream();
|
||||
ObjectMeshDataSerializer.Write(data, ms2);
|
||||
|
||||
Assert.Equal(ms1.ToArray(), ms2.ToArray());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Serialize_DictionaryInsertedInDifferentOrders_ByteIdentical() {
|
||||
TextureBatchData Batch(uint surfaceId) => new() {
|
||||
Key = new TextureKey { SurfaceId = surfaceId, PaletteId = 1, Stippling = StipplingType.None, IsSolid = false },
|
||||
TextureData = new byte[] { (byte)surfaceId },
|
||||
Indices = new List<ushort> { 0, 1, 2 },
|
||||
CullMode = CullMode.None,
|
||||
};
|
||||
|
||||
var a = EmptyObject();
|
||||
a.ObjectId = 0x0500_0001u;
|
||||
a.TextureBatches[(32, 32, TextureFormat.RGBA8)] = new List<TextureBatchData> { Batch(1) };
|
||||
a.TextureBatches[(64, 64, TextureFormat.DXT5)] = new List<TextureBatchData> { Batch(2) };
|
||||
a.TextureBatches[(16, 16, TextureFormat.A8)] = new List<TextureBatchData> { Batch(3) };
|
||||
|
||||
var b = EmptyObject();
|
||||
b.ObjectId = 0x0500_0001u;
|
||||
// Insert in a completely different order.
|
||||
b.TextureBatches[(16, 16, TextureFormat.A8)] = new List<TextureBatchData> { Batch(3) };
|
||||
b.TextureBatches[(32, 32, TextureFormat.RGBA8)] = new List<TextureBatchData> { Batch(1) };
|
||||
b.TextureBatches[(64, 64, TextureFormat.DXT5)] = new List<TextureBatchData> { Batch(2) };
|
||||
|
||||
using var msA = new MemoryStream();
|
||||
ObjectMeshDataSerializer.Write(a, msA);
|
||||
using var msB = new MemoryStream();
|
||||
ObjectMeshDataSerializer.Write(b, msB);
|
||||
|
||||
Assert.Equal(msA.ToArray(), msB.ToArray());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Write_SortsTextureBatchesByWidthHeightFormatKeyTuple() {
|
||||
// Insert in scrambled order; the serialized bytes must reflect the
|
||||
// KEY-sorted order (Width, Height, Format), not insertion order.
|
||||
var data = EmptyObject();
|
||||
data.ObjectId = 0x0600_0001u;
|
||||
|
||||
// Each batch's TextureData is a distinctive multi-byte marker (not a
|
||||
// single ambiguous byte value that could collide with unrelated
|
||||
// length-prefix / width / height bytes elsewhere in the stream).
|
||||
TextureBatchData Batch(byte[] marker) => new() {
|
||||
Key = default,
|
||||
TextureData = marker,
|
||||
Indices = new List<ushort>(),
|
||||
CullMode = CullMode.None,
|
||||
};
|
||||
|
||||
byte[] markerA = { 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA };
|
||||
byte[] markerB = { 0xBB, 0xBB, 0xBB, 0xBB, 0xBB, 0xBB, 0xBB, 0xBB };
|
||||
byte[] markerC = { 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC };
|
||||
|
||||
data.TextureBatches[(100, 1, TextureFormat.RGBA8)] = new List<TextureBatchData> { Batch(markerC) };
|
||||
data.TextureBatches[(1, 1, TextureFormat.RGBA8)] = new List<TextureBatchData> { Batch(markerA) };
|
||||
data.TextureBatches[(1, 100, TextureFormat.RGBA8)] = new List<TextureBatchData> { Batch(markerB) };
|
||||
|
||||
using var ms = new MemoryStream();
|
||||
ObjectMeshDataSerializer.Write(data, ms);
|
||||
var bytes = ms.ToArray();
|
||||
|
||||
// markerA (width=1,height=1) < markerB (width=1,height=100) <
|
||||
// markerC (width=100,height=1) in ascending (Width, Height) order.
|
||||
int iA = IndexOfSequence(bytes, markerA);
|
||||
int iB = IndexOfSequence(bytes, markerB);
|
||||
int iC = IndexOfSequence(bytes, markerC);
|
||||
Assert.True(iA >= 0 && iB >= 0 && iC >= 0, "all three markers must appear in the stream");
|
||||
Assert.True(iA < iB, $"markerA (width=1,height=1) must precede markerB (width=1,height=100): iA={iA} iB={iB}");
|
||||
Assert.True(iB < iC, $"markerB (width=1,height=100) must precede markerC (width=100,height=1): iB={iB} iC={iC}");
|
||||
}
|
||||
|
||||
private static int IndexOfSequence(byte[] haystack, byte[] needle) {
|
||||
for (int i = 0; i <= haystack.Length - needle.Length; i++) {
|
||||
bool match = true;
|
||||
for (int j = 0; j < needle.Length; j++) {
|
||||
if (haystack[i + j] != needle[j]) { match = false; break; }
|
||||
}
|
||||
if (match) return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
161
tests/AcDream.Content.Tests/PakEquivalenceTests.cs
Normal file
161
tests/AcDream.Content.Tests/PakEquivalenceTests.cs
Normal file
|
|
@ -0,0 +1,161 @@
|
|||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using AcDream.Content.Pak;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Options;
|
||||
|
||||
namespace AcDream.Content.Tests;
|
||||
|
||||
/// <summary>
|
||||
/// MP1b Task 6: dat-gated live-vs-pak equivalence suite. Runs MeshExtractor
|
||||
/// LIVE and bakes the SAME ids to a temp pak, reads the pak back, and deep-
|
||||
/// compares field-by-field via the Task 3 comparator. Because the bake tool
|
||||
/// and the live client drive the identical MeshExtractor code (MP1a), this
|
||||
/// test is proving the pak ROUND-TRIP (serialize/deserialize) preserves
|
||||
/// what extraction actually produces on real content — not re-verifying the
|
||||
/// extraction algorithm itself (that's the existing Conformance suite's job).
|
||||
///
|
||||
/// Skips cleanly when the real dats are absent (CI), matching
|
||||
/// DatConcurrencyStressTests' convention.
|
||||
/// </summary>
|
||||
public sealed class PakEquivalenceTests {
|
||||
// Known-tricky GfxObj ids reused from existing conformance fixtures:
|
||||
// 0x010002B4 / 0x010008A8 — #119 "[up-null] upload returned null" dump
|
||||
// targets (Issue119UpNullGfxObjDumpTests).
|
||||
// 0x010014C3 — the #113-saga Holtburg meeting-hall shell
|
||||
// (Issue119UpNullGfxObjDumpTests.ShellModel_NoTexturedPolyIsDropped).
|
||||
private static readonly uint[] KnownTrickyGfxObjIds = { 0x010002B4u, 0x010008A8u, 0x010014C3u };
|
||||
|
||||
// Setup ids reused from existing physics/conformance fixtures:
|
||||
// 0x020019FF — the door setup (DoorBugTrajectoryReplayTests,
|
||||
// DoorSetupGfxObjInspectionTests, DoorCollisionApparatusTests).
|
||||
// 0x020005D8 / 0x020003F2 — Issue119TowerDumpTests fixtures.
|
||||
private static readonly uint[] SetupIds = { 0x020019FFu, 0x020005D8u, 0x020003F2u };
|
||||
|
||||
private const uint HoltburgLandblock = 0xA9B40000u; // ConformanceDats.HoltburgLandblock
|
||||
|
||||
[Fact]
|
||||
public void LiveExtraction_MatchesPakRoundTrip_OnFixtureIdSet() {
|
||||
var datDir = ContentConformanceDats.ResolveDatDir();
|
||||
if (datDir is null) return; // dats absent (CI) — skip, matching suite convention
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
// The unified AcDream.Content.DatCollectionAdapter — same class the
|
||||
// client and the bake tool use (MP1b review finding 7).
|
||||
using var datReaderWriter = new DatCollectionAdapter(dats);
|
||||
var logger = new TestConsoleLogger();
|
||||
|
||||
var sideStaged = new List<ObjectMeshData>();
|
||||
var extractor = new MeshExtractor(datReaderWriter, logger, data => sideStaged.Add(data));
|
||||
|
||||
var gfxObjIds = BuildGfxObjIdSet(dats);
|
||||
var setupIds = SetupIds.ToList();
|
||||
var envCellIds = BuildEnvCellIdSet(dats, HoltburgLandblock, minCount: 5);
|
||||
|
||||
Assert.True(gfxObjIds.Count >= 10, $"fixture GfxObj id set unexpectedly small ({gfxObjIds.Count})");
|
||||
Assert.True(setupIds.Count >= 3, $"fixture Setup id set unexpectedly small ({setupIds.Count})");
|
||||
Assert.True(envCellIds.Count >= 5, $"fixture EnvCell id set unexpectedly small ({envCellIds.Count})");
|
||||
|
||||
var work = new List<(PakAssetType Type, uint FileId, ulong ExtractorId, bool IsSetup)>();
|
||||
work.AddRange(gfxObjIds.Select(id => (PakAssetType.GfxObjMesh, id, (ulong)id, false)));
|
||||
work.AddRange(setupIds.Select(id => (PakAssetType.SetupMesh, id, (ulong)id, true)));
|
||||
// isSetup: false for EnvCell — matches the runtime's own request sites
|
||||
// (WbMeshAdapter.IncrementRefCount/EnsureLoaded pass isSetup: false for
|
||||
// every MeshRef id, incl. cell-geometry ids) and BakeRunner's call site.
|
||||
// (Review finding 10 — the two call sites previously disagreed.)
|
||||
work.AddRange(envCellIds.Select(id => (PakAssetType.EnvCellMesh, id, id | 0x1_0000_0000UL, false)));
|
||||
|
||||
// ---- LIVE extraction (golden) ----
|
||||
var golden = new Dictionary<(PakAssetType, uint), ObjectMeshData>();
|
||||
var extractionFailures = new List<string>();
|
||||
foreach (var (type, fileId, extractorId, isSetup) in work) {
|
||||
var data = extractor.PrepareMeshData(extractorId, isSetup);
|
||||
if (data is null) {
|
||||
extractionFailures.Add($"{type} 0x{fileId:X8}: live extraction returned null");
|
||||
continue;
|
||||
}
|
||||
golden[(type, fileId)] = data;
|
||||
}
|
||||
|
||||
Assert.True(extractionFailures.Count == 0,
|
||||
$"{extractionFailures.Count} fixture ids failed LIVE extraction (fixture assumption broke): " +
|
||||
string.Join(" | ", extractionFailures));
|
||||
|
||||
// ---- bake the SAME ids to a temp pak ----
|
||||
var pakPath = Path.Combine(Path.GetTempPath(), $"acdream-equivtest-{System.Guid.NewGuid():N}.pak");
|
||||
try {
|
||||
var header = new PakHeader {
|
||||
FormatVersion = 1,
|
||||
PortalIteration = (uint)dats.Portal.Iteration!.CurrentIteration,
|
||||
CellIteration = (uint)dats.Cell.Iteration!.CurrentIteration,
|
||||
HighResIteration = (uint)dats.HighRes.Iteration!.CurrentIteration,
|
||||
LanguageIteration = (uint)dats.Local.Iteration!.CurrentIteration,
|
||||
BakeToolVersion = 1,
|
||||
};
|
||||
using (var writer = new PakWriter(pakPath, header)) {
|
||||
foreach (var ((type, fileId), data) in golden) {
|
||||
writer.AddBlob(PakKey.Compose(type, fileId), data);
|
||||
}
|
||||
writer.Finish();
|
||||
}
|
||||
|
||||
// ---- read back and deep-compare ----
|
||||
using var reader = new PakReader(pakPath);
|
||||
var mismatches = new List<string>();
|
||||
foreach (var ((type, fileId), expected) in golden) {
|
||||
var key = PakKey.Compose(type, fileId);
|
||||
if (!reader.TryReadObjectMeshData(key, out var actual)) {
|
||||
mismatches.Add($"{type} 0x{fileId:X8}: pak read failed (missing or CRC mismatch)");
|
||||
continue;
|
||||
}
|
||||
try {
|
||||
ObjectMeshDataEquality.AssertEqual(expected, actual);
|
||||
}
|
||||
catch (Xunit.Sdk.XunitException ex) {
|
||||
mismatches.Add($"{type} 0x{fileId:X8}: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
Assert.True(mismatches.Count == 0,
|
||||
$"{mismatches.Count}/{golden.Count} fixture ids mismatched between live extraction and pak round-trip:\n" +
|
||||
string.Join("\n", mismatches));
|
||||
}
|
||||
finally {
|
||||
if (File.Exists(pakPath)) File.Delete(pakPath);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Known-tricky ids (#119/#113 dump fixtures) plus enough additional
|
||||
/// GfxObjs (deterministically, the first N ids in dat order after the
|
||||
/// tricky set) to reach at least 10 total.
|
||||
/// </summary>
|
||||
private static List<uint> BuildGfxObjIdSet(DatCollection dats) {
|
||||
var ids = new List<uint>(KnownTrickyGfxObjIds);
|
||||
var seen = new HashSet<uint>(ids);
|
||||
|
||||
foreach (var id in dats.GetAllIdsOfType<GfxObj>()) {
|
||||
if (ids.Count >= 10) break;
|
||||
if (seen.Add(id)) ids.Add(id);
|
||||
}
|
||||
return ids;
|
||||
}
|
||||
|
||||
/// <summary>Walks the Holtburg landblock's LandBlockInfo.NumCells range (mirrors StipplingSurfaceEquivalenceTests' enumeration) to get at least <paramref name="minCount"/> real EnvCell ids.</summary>
|
||||
private static List<uint> BuildEnvCellIdSet(DatCollection dats, uint landblockId, int minCount) {
|
||||
var ids = new List<uint>();
|
||||
var lbInfo = dats.Get<LandBlockInfo>(landblockId | 0xFFFEu);
|
||||
Assert.True(lbInfo is not null, $"LandBlockInfo for landblock 0x{landblockId:X8} not found — fixture assumption broke");
|
||||
Assert.True(lbInfo!.NumCells >= minCount,
|
||||
$"landblock 0x{landblockId:X8} has only {lbInfo.NumCells} cells — fixture assumption broke (need >= {minCount})");
|
||||
|
||||
uint firstCellId = landblockId | 0x0100u;
|
||||
for (uint offset = 0; offset < lbInfo.NumCells && ids.Count < minCount; offset++) {
|
||||
uint envCellId = firstCellId + offset;
|
||||
if (dats.Get<EnvCell>(envCellId) is not null) ids.Add(envCellId);
|
||||
}
|
||||
return ids;
|
||||
}
|
||||
}
|
||||
145
tests/AcDream.Content.Tests/PakFormatTests.cs
Normal file
145
tests/AcDream.Content.Tests/PakFormatTests.cs
Normal file
|
|
@ -0,0 +1,145 @@
|
|||
using System.IO;
|
||||
using AcDream.Content.Pak;
|
||||
|
||||
namespace AcDream.Content.Tests;
|
||||
|
||||
public class PakFormatTests {
|
||||
[Fact]
|
||||
public void Header_Size_Is64Bytes() {
|
||||
Assert.Equal(64, PakHeader.Size);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TocEntry_Size_Is24Bytes() {
|
||||
Assert.Equal(24, PakTocEntry.Size);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Header_Magic_IsAcpkLittleEndian() {
|
||||
// 'A'=0x41 'C'=0x43 'P'=0x50 'K'=0x4B — little-endian dword reads
|
||||
// back as 0x4B504341 per the normative spec.
|
||||
Assert.Equal(0x4B504341u, PakHeader.MagicValue);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Header_WriteThenRead_RoundTripsEveryField() {
|
||||
var header = new PakHeader {
|
||||
FormatVersion = 1,
|
||||
PortalIteration = 111,
|
||||
CellIteration = 222,
|
||||
HighResIteration = 333,
|
||||
LanguageIteration = 444,
|
||||
TocOffset = 0x1_0000_0002UL,
|
||||
TocCount = 777,
|
||||
BakeToolVersion = 1,
|
||||
};
|
||||
|
||||
using var ms = new MemoryStream();
|
||||
header.WriteTo(ms);
|
||||
Assert.Equal(PakHeader.Size, ms.Length);
|
||||
|
||||
ms.Position = 0;
|
||||
var readBack = PakHeader.ReadFrom(ms);
|
||||
|
||||
Assert.Equal(PakHeader.MagicValue, readBack.Magic);
|
||||
Assert.Equal(header.FormatVersion, readBack.FormatVersion);
|
||||
Assert.Equal(header.PortalIteration, readBack.PortalIteration);
|
||||
Assert.Equal(header.CellIteration, readBack.CellIteration);
|
||||
Assert.Equal(header.HighResIteration, readBack.HighResIteration);
|
||||
Assert.Equal(header.LanguageIteration, readBack.LanguageIteration);
|
||||
Assert.Equal(header.TocOffset, readBack.TocOffset);
|
||||
Assert.Equal(header.TocCount, readBack.TocCount);
|
||||
Assert.Equal(header.BakeToolVersion, readBack.BakeToolVersion);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Header_ReadFrom_Span_RoundTrips() {
|
||||
var header = new PakHeader {
|
||||
FormatVersion = 1,
|
||||
PortalIteration = 5,
|
||||
CellIteration = 6,
|
||||
HighResIteration = 7,
|
||||
LanguageIteration = 8,
|
||||
TocOffset = 999,
|
||||
TocCount = 3,
|
||||
BakeToolVersion = 1,
|
||||
};
|
||||
Span<byte> buf = stackalloc byte[PakHeader.Size];
|
||||
header.WriteTo(buf);
|
||||
var readBack = PakHeader.ReadFrom((ReadOnlySpan<byte>)buf);
|
||||
Assert.Equal(header.CellIteration, readBack.CellIteration);
|
||||
Assert.Equal(header.TocOffset, readBack.TocOffset);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Header_ReservedBytes_AreZero() {
|
||||
var header = new PakHeader { FormatVersion = 1, BakeToolVersion = 1 };
|
||||
Span<byte> buf = stackalloc byte[PakHeader.Size];
|
||||
header.WriteTo(buf);
|
||||
// offset 40, length 24 per the normative layout
|
||||
for (int i = 40; i < 64; i++) {
|
||||
Assert.Equal(0, buf[i]);
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Header_FieldOffsets_MatchNormativeLayout() {
|
||||
var header = new PakHeader {
|
||||
FormatVersion = 0x11111111,
|
||||
PortalIteration = 0x22222222,
|
||||
CellIteration = 0x33333333,
|
||||
HighResIteration = 0x44444444,
|
||||
LanguageIteration = 0x55555555,
|
||||
TocOffset = 0x6666666677777777UL,
|
||||
TocCount = 0x88888888,
|
||||
BakeToolVersion = 0x99999999,
|
||||
};
|
||||
Span<byte> buf = stackalloc byte[PakHeader.Size];
|
||||
header.WriteTo(buf);
|
||||
|
||||
Assert.Equal(PakHeader.MagicValue, System.Buffers.Binary.BinaryPrimitives.ReadUInt32LittleEndian(buf[0..4]));
|
||||
Assert.Equal(0x11111111u, System.Buffers.Binary.BinaryPrimitives.ReadUInt32LittleEndian(buf[4..8]));
|
||||
Assert.Equal(0x22222222u, System.Buffers.Binary.BinaryPrimitives.ReadUInt32LittleEndian(buf[8..12]));
|
||||
Assert.Equal(0x33333333u, System.Buffers.Binary.BinaryPrimitives.ReadUInt32LittleEndian(buf[12..16]));
|
||||
Assert.Equal(0x44444444u, System.Buffers.Binary.BinaryPrimitives.ReadUInt32LittleEndian(buf[16..20]));
|
||||
Assert.Equal(0x55555555u, System.Buffers.Binary.BinaryPrimitives.ReadUInt32LittleEndian(buf[20..24]));
|
||||
Assert.Equal(0x6666666677777777UL, System.Buffers.Binary.BinaryPrimitives.ReadUInt64LittleEndian(buf[24..32]));
|
||||
Assert.Equal(0x88888888u, System.Buffers.Binary.BinaryPrimitives.ReadUInt32LittleEndian(buf[32..36]));
|
||||
Assert.Equal(0x99999999u, System.Buffers.Binary.BinaryPrimitives.ReadUInt32LittleEndian(buf[36..40]));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TocEntry_WriteThenRead_RoundTrips() {
|
||||
var entry = new PakTocEntry {
|
||||
Key = PakKey.Compose(PakAssetType.GfxObjMesh, 0x010002B4u),
|
||||
Offset = 0x4000,
|
||||
Length = 12345,
|
||||
Crc32 = 0xDEADBEEF,
|
||||
};
|
||||
Span<byte> buf = stackalloc byte[PakTocEntry.Size];
|
||||
entry.WriteTo(buf);
|
||||
var readBack = PakTocEntry.ReadFrom((ReadOnlySpan<byte>)buf);
|
||||
|
||||
Assert.Equal(entry.Key, readBack.Key);
|
||||
Assert.Equal(entry.Offset, readBack.Offset);
|
||||
Assert.Equal(entry.Length, readBack.Length);
|
||||
Assert.Equal(entry.Crc32, readBack.Crc32);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TocEntry_FieldOffsets_MatchNormativeLayout() {
|
||||
var entry = new PakTocEntry {
|
||||
Key = 0x1111111122222222UL,
|
||||
Offset = 0x3333333344444444UL,
|
||||
Length = 0x55555555,
|
||||
Crc32 = 0x66666666,
|
||||
};
|
||||
Span<byte> buf = stackalloc byte[PakTocEntry.Size];
|
||||
entry.WriteTo(buf);
|
||||
|
||||
Assert.Equal(0x1111111122222222UL, System.Buffers.Binary.BinaryPrimitives.ReadUInt64LittleEndian(buf[0..8]));
|
||||
Assert.Equal(0x3333333344444444UL, System.Buffers.Binary.BinaryPrimitives.ReadUInt64LittleEndian(buf[8..16]));
|
||||
Assert.Equal(0x55555555u, System.Buffers.Binary.BinaryPrimitives.ReadUInt32LittleEndian(buf[16..20]));
|
||||
Assert.Equal(0x66666666u, System.Buffers.Binary.BinaryPrimitives.ReadUInt32LittleEndian(buf[20..24]));
|
||||
}
|
||||
}
|
||||
75
tests/AcDream.Content.Tests/PakKeyTests.cs
Normal file
75
tests/AcDream.Content.Tests/PakKeyTests.cs
Normal file
|
|
@ -0,0 +1,75 @@
|
|||
using AcDream.Content.Pak;
|
||||
|
||||
namespace AcDream.Content.Tests;
|
||||
|
||||
public class PakKeyTests {
|
||||
[Theory]
|
||||
[InlineData(PakAssetType.GfxObjMesh, 0u)]
|
||||
[InlineData(PakAssetType.GfxObjMesh, 0x01000001u)]
|
||||
[InlineData(PakAssetType.SetupMesh, 0x020019FFu)]
|
||||
[InlineData(PakAssetType.EnvCellMesh, 0xA9B40100u)]
|
||||
[InlineData(PakAssetType.GfxObjMesh, 0xFFFFFFFFu)] // max fileId
|
||||
[InlineData(PakAssetType.EnvCellMesh, 0xFFFFFFFFu)]
|
||||
public void ComposeDecompose_RoundTrips(PakAssetType type, uint fileId) {
|
||||
ulong key = PakKey.Compose(type, fileId);
|
||||
var (decodedType, decodedFileId) = PakKey.Decompose(key);
|
||||
Assert.Equal(type, decodedType);
|
||||
Assert.Equal(fileId, decodedFileId);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Compose_LowFourBytesReserved() {
|
||||
// Low 24 bits are reserved (zero in v1) — fileId << 24 must not spill
|
||||
// into them, and the reserved region must actually read back as zero.
|
||||
ulong key = PakKey.Compose(PakAssetType.GfxObjMesh, 0xFFFFFFFFu);
|
||||
Assert.Equal(0u, (uint)(key & 0xFFFFFFu));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Compose_TypeOccupiesTopByte() {
|
||||
ulong key = PakKey.Compose(PakAssetType.SetupMesh, 0u);
|
||||
Assert.Equal((byte)PakAssetType.SetupMesh, (byte)(key >> 56));
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(PakAssetType.GfxObjMesh, 1)]
|
||||
[InlineData(PakAssetType.SetupMesh, 2)]
|
||||
[InlineData(PakAssetType.EnvCellMesh, 3)]
|
||||
public void AssetType_NumericValuesAreStable(PakAssetType type, byte expected) {
|
||||
// These values are a wire format — pin them so a future refactor can't
|
||||
// silently renumber the enum and corrupt existing paks.
|
||||
Assert.Equal(expected, (byte)type);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void KeyOrdering_MatchesTypeThenFileIdOrdering() {
|
||||
// Ascending key order must equal ascending (type, fileId) tuple order —
|
||||
// this is what makes the TOC's binary search over raw u64 keys valid.
|
||||
var pairs = new (PakAssetType Type, uint FileId)[] {
|
||||
(PakAssetType.GfxObjMesh, 0u),
|
||||
(PakAssetType.GfxObjMesh, 1u),
|
||||
(PakAssetType.GfxObjMesh, 0xFFFFFFFFu),
|
||||
(PakAssetType.SetupMesh, 0u),
|
||||
(PakAssetType.SetupMesh, 0x020019FFu),
|
||||
(PakAssetType.EnvCellMesh, 0u),
|
||||
(PakAssetType.EnvCellMesh, 0xA9B40100u),
|
||||
};
|
||||
|
||||
var keys = pairs.Select(p => PakKey.Compose(p.Type, p.FileId)).ToArray();
|
||||
|
||||
// keys[] as generated must already be strictly ascending since pairs[]
|
||||
// is in ascending tuple order.
|
||||
for (int i = 1; i < keys.Length; i++) {
|
||||
Assert.True(keys[i] > keys[i - 1],
|
||||
$"key[{i}]=0x{keys[i]:X16} should be > key[{i - 1}]=0x{keys[i - 1]:X16} " +
|
||||
$"for tuple order ({pairs[i - 1]}) < ({pairs[i]})");
|
||||
}
|
||||
|
||||
// Sorting the keys numerically must reproduce the same order as sorting
|
||||
// the tuples lexicographically by (Type, FileId).
|
||||
var numericSorted = keys.OrderBy(k => k).ToArray();
|
||||
var tupleSorted = pairs.OrderBy(p => (byte)p.Type).ThenBy(p => p.FileId)
|
||||
.Select(p => PakKey.Compose(p.Type, p.FileId)).ToArray();
|
||||
Assert.Equal(tupleSorted, numericSorted);
|
||||
}
|
||||
}
|
||||
478
tests/AcDream.Content.Tests/PakRoundTripTests.cs
Normal file
478
tests/AcDream.Content.Tests/PakRoundTripTests.cs
Normal file
|
|
@ -0,0 +1,478 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using AcDream.Content.Pak;
|
||||
|
||||
namespace AcDream.Content.Tests;
|
||||
|
||||
public class PakRoundTripTests : IDisposable {
|
||||
private readonly List<string> _tempFiles = new();
|
||||
|
||||
private string NewTempPakPath() {
|
||||
var path = Path.Combine(Path.GetTempPath(), $"acdream-paktest-{Guid.NewGuid():N}.pak");
|
||||
_tempFiles.Add(path);
|
||||
return path;
|
||||
}
|
||||
|
||||
public void Dispose() {
|
||||
foreach (var f in _tempFiles) {
|
||||
try { if (File.Exists(f)) File.Delete(f); } catch { /* best effort cleanup */ }
|
||||
}
|
||||
}
|
||||
|
||||
private static ObjectMeshData MakeSyntheticData(uint fileId, int vertexCount) {
|
||||
var vertices = new VertexPositionNormalTexture[vertexCount];
|
||||
for (int i = 0; i < vertexCount; i++) {
|
||||
vertices[i] = new VertexPositionNormalTexture(
|
||||
new Vector3(i, i * 2, i * 3),
|
||||
new Vector3(0, 0, 1),
|
||||
new Vector2(i * 0.1f, i * 0.2f));
|
||||
}
|
||||
return new ObjectMeshData {
|
||||
ObjectId = fileId,
|
||||
IsSetup = false,
|
||||
Vertices = vertices,
|
||||
DIDDegrade = fileId + 1,
|
||||
};
|
||||
}
|
||||
|
||||
private static (PakAssetType Type, uint FileId, ObjectMeshData Data)[] MakeBlobSet(int n) {
|
||||
var result = new (PakAssetType, uint, ObjectMeshData)[n];
|
||||
for (int i = 0; i < n; i++) {
|
||||
var type = (PakAssetType)((i % 3) + 1);
|
||||
uint fileId = 0x0100_0000u + (uint)i;
|
||||
result[i] = (type, fileId, MakeSyntheticData(fileId, i + 1));
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
private static PakHeader WritePak(string path, (PakAssetType Type, uint FileId, ObjectMeshData Data)[] blobs) {
|
||||
var header = new PakHeader {
|
||||
FormatVersion = 1,
|
||||
PortalIteration = 10,
|
||||
CellIteration = 20,
|
||||
HighResIteration = 30,
|
||||
LanguageIteration = 40,
|
||||
BakeToolVersion = 1,
|
||||
};
|
||||
using var writer = new PakWriter(path, header);
|
||||
foreach (var (type, fileId, data) in blobs) {
|
||||
writer.AddBlob(PakKey.Compose(type, fileId), data);
|
||||
}
|
||||
writer.Finish();
|
||||
return header;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void WriteThenOpen_HeaderFieldsMatch() {
|
||||
var path = NewTempPakPath();
|
||||
var blobs = MakeBlobSet(5);
|
||||
var written = WritePak(path, blobs);
|
||||
|
||||
using var reader = new PakReader(path);
|
||||
Assert.Equal(written.FormatVersion, reader.Header.FormatVersion);
|
||||
Assert.Equal(written.PortalIteration, reader.Header.PortalIteration);
|
||||
Assert.Equal(written.CellIteration, reader.Header.CellIteration);
|
||||
Assert.Equal(written.HighResIteration, reader.Header.HighResIteration);
|
||||
Assert.Equal(written.LanguageIteration, reader.Header.LanguageIteration);
|
||||
Assert.Equal(written.BakeToolVersion, reader.Header.BakeToolVersion);
|
||||
Assert.Equal((uint)blobs.Length, reader.Header.TocCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void WriteThenOpen_EveryKeyFound() {
|
||||
var path = NewTempPakPath();
|
||||
var blobs = MakeBlobSet(20);
|
||||
WritePak(path, blobs);
|
||||
|
||||
using var reader = new PakReader(path);
|
||||
foreach (var (type, fileId, _) in blobs) {
|
||||
Assert.True(reader.ContainsKey(PakKey.Compose(type, fileId)),
|
||||
$"key for type={type} fileId=0x{fileId:X8} should be found");
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void WriteThenOpen_BlobsDeserializeToDeepEqualObjects() {
|
||||
var path = NewTempPakPath();
|
||||
var blobs = MakeBlobSet(8);
|
||||
WritePak(path, blobs);
|
||||
|
||||
using var reader = new PakReader(path);
|
||||
foreach (var (type, fileId, expected) in blobs) {
|
||||
var key = PakKey.Compose(type, fileId);
|
||||
Assert.True(reader.TryReadObjectMeshData(key, out var actual), $"expected key 0x{key:X16} to read successfully");
|
||||
ObjectMeshDataEquality.AssertEqual(expected, actual);
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MissingKey_ReturnsFalse() {
|
||||
var path = NewTempPakPath();
|
||||
var blobs = MakeBlobSet(3);
|
||||
WritePak(path, blobs);
|
||||
|
||||
using var reader = new PakReader(path);
|
||||
var missingKey = PakKey.Compose(PakAssetType.GfxObjMesh, 0xFFFF_FFFEu);
|
||||
Assert.False(reader.ContainsKey(missingKey));
|
||||
Assert.False(reader.TryReadObjectMeshData(missingKey, out var data));
|
||||
Assert.Null(data);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CorruptedBlob_CrcMismatch_TreatedAsMissing() {
|
||||
var path = NewTempPakPath();
|
||||
var blobs = MakeBlobSet(4);
|
||||
WritePak(path, blobs);
|
||||
|
||||
// Flip one byte inside the FIRST blob's region (right after the 64-byte header).
|
||||
using (var fs = new FileStream(path, FileMode.Open, FileAccess.ReadWrite)) {
|
||||
fs.Position = PakHeader.Size + 4; // a few bytes into the first blob's payload
|
||||
int b = fs.ReadByte();
|
||||
fs.Position = PakHeader.Size + 4;
|
||||
fs.WriteByte((byte)(b ^ 0xFF));
|
||||
}
|
||||
|
||||
using var reader = new PakReader(path);
|
||||
var key = PakKey.Compose(blobs[0].Type, blobs[0].FileId);
|
||||
Assert.False(reader.TryReadObjectMeshData(key, out var data),
|
||||
"a CRC-mismatched blob must be treated as missing");
|
||||
Assert.Null(data);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CorruptedBlob_DoesNotAffectOtherBlobs() {
|
||||
var path = NewTempPakPath();
|
||||
var blobs = MakeBlobSet(4);
|
||||
WritePak(path, blobs);
|
||||
|
||||
using (var fs = new FileStream(path, FileMode.Open, FileAccess.ReadWrite)) {
|
||||
fs.Position = PakHeader.Size + 4;
|
||||
int b = fs.ReadByte();
|
||||
fs.Position = PakHeader.Size + 4;
|
||||
fs.WriteByte((byte)(b ^ 0xFF));
|
||||
}
|
||||
|
||||
using var reader = new PakReader(path);
|
||||
// blobs[1..] should still read fine.
|
||||
for (int i = 1; i < blobs.Length; i++) {
|
||||
var key = PakKey.Compose(blobs[i].Type, blobs[i].FileId);
|
||||
Assert.True(reader.TryReadObjectMeshData(key, out var actual), $"blob {i} should be unaffected by corruption in blob 0");
|
||||
ObjectMeshDataEquality.AssertEqual(blobs[i].Data, actual);
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Blobs_Are64ByteAligned() {
|
||||
var path = NewTempPakPath();
|
||||
var blobs = MakeBlobSet(6);
|
||||
WritePak(path, blobs);
|
||||
|
||||
using var reader = new PakReader(path);
|
||||
foreach (var (type, fileId, _) in blobs) {
|
||||
var offset = reader.GetBlobOffsetForTest(PakKey.Compose(type, fileId));
|
||||
Assert.True(offset % 64 == 0, $"blob offset {offset} for type={type} fileId=0x{fileId:X8} must be 64-byte aligned");
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TocBinarySearch_MatchesLinearScan() {
|
||||
var path = NewTempPakPath();
|
||||
var blobs = MakeBlobSet(50);
|
||||
WritePak(path, blobs);
|
||||
|
||||
using var reader = new PakReader(path);
|
||||
var allKeys = blobs.Select(b => PakKey.Compose(b.Type, b.FileId)).ToArray();
|
||||
foreach (var key in allKeys) {
|
||||
bool binarySearchFound = reader.ContainsKey(key);
|
||||
bool linearScanFound = reader.DebugLinearScanContainsKey(key);
|
||||
Assert.Equal(linearScanFound, binarySearchFound);
|
||||
}
|
||||
|
||||
// Also verify a handful of keys NOT present agree between both paths.
|
||||
var absentKeys = new[] {
|
||||
PakKey.Compose(PakAssetType.GfxObjMesh, 0xDEAD_0000u),
|
||||
PakKey.Compose(PakAssetType.SetupMesh, 0xDEAD_0001u),
|
||||
PakKey.Compose(PakAssetType.EnvCellMesh, 0xDEAD_0002u),
|
||||
};
|
||||
foreach (var key in absentKeys) {
|
||||
Assert.Equal(reader.DebugLinearScanContainsKey(key), reader.ContainsKey(key));
|
||||
Assert.False(reader.ContainsKey(key));
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EmptyPak_OpensCleanly_NoKeysFound() {
|
||||
var path = NewTempPakPath();
|
||||
WritePak(path, Array.Empty<(PakAssetType, uint, ObjectMeshData)>());
|
||||
|
||||
using var reader = new PakReader(path);
|
||||
Assert.Equal(0u, reader.Header.TocCount);
|
||||
Assert.False(reader.ContainsKey(PakKey.Compose(PakAssetType.GfxObjMesh, 1)));
|
||||
}
|
||||
|
||||
// ---- format-version enforcement (review finding 2) ---------------------
|
||||
|
||||
[Fact]
|
||||
public void Writer_StampsFormatVersion_IgnoringTemplate() {
|
||||
// The default-0 footgun: a caller building a header template without
|
||||
// setting FormatVersion must still produce a CURRENT-version pak.
|
||||
var path = NewTempPakPath();
|
||||
using (var writer = new PakWriter(path, new PakHeader { BakeToolVersion = 1 })) {
|
||||
writer.AddBlob(PakKey.Compose(PakAssetType.GfxObjMesh, 1), MakeSyntheticData(1, 1));
|
||||
writer.Finish();
|
||||
}
|
||||
|
||||
using var reader = new PakReader(path);
|
||||
Assert.Equal(PakFormat.CurrentFormatVersion, reader.Header.FormatVersion);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(0u)]
|
||||
[InlineData(2u)]
|
||||
public void Reader_RejectsWrongFormatVersion(uint wrongVersion) {
|
||||
var path = NewTempPakPath();
|
||||
WritePak(path, MakeBlobSet(2));
|
||||
|
||||
// Patch the header's formatVersion dword (offset 4) in place.
|
||||
using (var fs = new FileStream(path, FileMode.Open, FileAccess.ReadWrite)) {
|
||||
fs.Position = 4;
|
||||
Span<byte> buf = stackalloc byte[4];
|
||||
System.Buffers.Binary.BinaryPrimitives.WriteUInt32LittleEndian(buf, wrongVersion);
|
||||
fs.Write(buf);
|
||||
}
|
||||
|
||||
var ex = Assert.Throws<InvalidDataException>(() => new PakReader(path));
|
||||
Assert.Contains($"version {wrongVersion}", ex.Message);
|
||||
Assert.Contains($"version {PakFormat.CurrentFormatVersion}", ex.Message);
|
||||
}
|
||||
|
||||
// ---- reader robustness (review finding 3) -------------------------------
|
||||
|
||||
[Fact]
|
||||
public void CorruptTocEntry_TreatedAsMissing_SiblingsUnaffected_NoThrow() {
|
||||
var path = NewTempPakPath();
|
||||
var blobs = MakeBlobSet(4);
|
||||
WritePak(path, blobs);
|
||||
|
||||
// Patch the FIRST victim entry's length field (entry offset +16) to a
|
||||
// value that runs past the file end.
|
||||
var victimKey = PakKey.Compose(blobs[0].Type, blobs[0].FileId);
|
||||
long entryPos = FindTocEntryPosition(path, victimKey);
|
||||
using (var fs = new FileStream(path, FileMode.Open, FileAccess.ReadWrite)) {
|
||||
fs.Position = entryPos + 16;
|
||||
Span<byte> buf = stackalloc byte[4];
|
||||
System.Buffers.Binary.BinaryPrimitives.WriteUInt32LittleEndian(buf, 0x7FFF_FFF0u);
|
||||
fs.Write(buf);
|
||||
}
|
||||
|
||||
using var reader = new PakReader(path); // must NOT throw — corrupt entry = missing
|
||||
Assert.False(reader.ContainsKey(victimKey));
|
||||
Assert.False(reader.TryReadObjectMeshData(victimKey, out var data));
|
||||
Assert.Null(data);
|
||||
|
||||
for (int i = 1; i < blobs.Length; i++) {
|
||||
var key = PakKey.Compose(blobs[i].Type, blobs[i].FileId);
|
||||
Assert.True(reader.TryReadObjectMeshData(key, out var sibling), $"sibling blob {i} should be unaffected");
|
||||
ObjectMeshDataEquality.AssertEqual(blobs[i].Data, sibling);
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TruncatedPak_RefusedAtOpen() {
|
||||
var path = NewTempPakPath();
|
||||
WritePak(path, MakeBlobSet(4));
|
||||
|
||||
// Chop the file mid-TOC: the header claims 4 entries the file no
|
||||
// longer holds — a structural fault, refused at open.
|
||||
using (var fs = new FileStream(path, FileMode.Open, FileAccess.ReadWrite)) {
|
||||
fs.SetLength(fs.Length - PakTocEntry.Size - 4);
|
||||
}
|
||||
|
||||
var ex = Assert.Throws<InvalidDataException>(() => new PakReader(path));
|
||||
Assert.Contains("truncated", ex.Message);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HalfWrittenPak_UnfinalizedHeader_RefusedAtOpen() {
|
||||
var path = NewTempPakPath();
|
||||
// Simulate a bake crash between the placeholder-header write and
|
||||
// Finish(): current-version header with TocOffset still 0, blob bytes
|
||||
// behind it.
|
||||
using (var fs = new FileStream(path, FileMode.Create, FileAccess.Write)) {
|
||||
new PakHeader { FormatVersion = PakFormat.CurrentFormatVersion }.WriteTo(fs);
|
||||
var junk = new byte[256];
|
||||
new Random(42).NextBytes(junk);
|
||||
fs.Write(junk);
|
||||
}
|
||||
|
||||
var ex = Assert.Throws<InvalidDataException>(() => new PakReader(path));
|
||||
Assert.Contains("unfinalized", ex.Message);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MalformedBlobBehindValidCrc_TreatedAsMissing_SiblingsUnaffected() {
|
||||
var path = NewTempPakPath();
|
||||
var blobs = MakeBlobSet(3);
|
||||
WritePak(path, blobs);
|
||||
|
||||
// Corrupt the FIRST blob's STRUCTURE (vertices count:i32 at blob
|
||||
// offset 9 -> -1) and then RE-COMPUTE the CRC over the tampered bytes
|
||||
// so the CRC tripwire passes — only the deserialization catch can
|
||||
// save the read now.
|
||||
var victimKey = PakKey.Compose(blobs[0].Type, blobs[0].FileId);
|
||||
long entryPos = FindTocEntryPosition(path, victimKey);
|
||||
using (var fs = new FileStream(path, FileMode.Open, FileAccess.ReadWrite)) {
|
||||
// Read the victim entry to get offset+length.
|
||||
fs.Position = entryPos;
|
||||
var entryBuf = new byte[PakTocEntry.Size];
|
||||
fs.ReadExactly(entryBuf);
|
||||
var entry = PakTocEntry.ReadFrom((ReadOnlySpan<byte>)entryBuf);
|
||||
|
||||
// Tamper: vertices count -> -1 (ObjectId u64 + IsSetup byte = offset 9).
|
||||
fs.Position = (long)entry.Offset + 9;
|
||||
Span<byte> negOne = stackalloc byte[4];
|
||||
System.Buffers.Binary.BinaryPrimitives.WriteInt32LittleEndian(negOne, -1);
|
||||
fs.Write(negOne);
|
||||
|
||||
// Recompute CRC over the tampered blob region.
|
||||
fs.Position = (long)entry.Offset;
|
||||
var blobBytes = new byte[entry.Length];
|
||||
fs.ReadExactly(blobBytes);
|
||||
uint newCrc = Crc32.Compute(blobBytes);
|
||||
|
||||
// Patch the TOC entry's crc32 field (entry offset +20).
|
||||
fs.Position = entryPos + 20;
|
||||
Span<byte> crcBuf = stackalloc byte[4];
|
||||
System.Buffers.Binary.BinaryPrimitives.WriteUInt32LittleEndian(crcBuf, newCrc);
|
||||
fs.Write(crcBuf);
|
||||
}
|
||||
|
||||
using var reader = new PakReader(path);
|
||||
Assert.False(reader.TryReadObjectMeshData(victimKey, out var data),
|
||||
"a structurally-malformed blob behind a matching CRC must be treated as missing");
|
||||
Assert.Null(data);
|
||||
// Second read: still missing, no throw (verdict cached).
|
||||
Assert.False(reader.TryReadObjectMeshData(victimKey, out _));
|
||||
|
||||
for (int i = 1; i < blobs.Length; i++) {
|
||||
var key = PakKey.Compose(blobs[i].Type, blobs[i].FileId);
|
||||
Assert.True(reader.TryReadObjectMeshData(key, out var sibling), $"sibling blob {i} should be unaffected");
|
||||
ObjectMeshDataEquality.AssertEqual(blobs[i].Data, sibling);
|
||||
}
|
||||
}
|
||||
|
||||
// ---- writer disposal safety (review finding 5) ---------------------------
|
||||
|
||||
[Fact]
|
||||
public void WriterDisposedAfterAddBlobException_ReleasesFileHandle() {
|
||||
var path = NewTempPakPath();
|
||||
var data = MakeSyntheticData(1, 1);
|
||||
var key = PakKey.Compose(PakAssetType.GfxObjMesh, 1);
|
||||
|
||||
var writer = new PakWriter(path, new PakHeader { BakeToolVersion = 1 });
|
||||
writer.AddBlob(key, data);
|
||||
Assert.Throws<ArgumentException>(() => writer.AddBlob(key, data)); // duplicate key mid-AddBlob
|
||||
writer.Dispose();
|
||||
|
||||
// The stream must be closed even after the AddBlob exception: the
|
||||
// file is deletable (no leaked/locked handle).
|
||||
File.Delete(path);
|
||||
Assert.False(File.Exists(path));
|
||||
}
|
||||
|
||||
// ---- on-disk TOC sortedness (review finding 8) ---------------------------
|
||||
|
||||
[Fact]
|
||||
public void OnDiskToc_IsSortedAscendingByKey_RegardlessOfAddOrder() {
|
||||
var path = NewTempPakPath();
|
||||
// Add blobs in DESCENDING key order — the on-disk TOC must still come
|
||||
// out ascending (the reader's binary-search precondition, asserted
|
||||
// here against the raw bytes, not through the reader).
|
||||
var blobs = MakeBlobSet(12).OrderByDescending(b => PakKey.Compose(b.Type, b.FileId)).ToArray();
|
||||
WritePak(path, blobs);
|
||||
|
||||
var fileBytes = File.ReadAllBytes(path);
|
||||
var header = PakHeader.ReadFrom((ReadOnlySpan<byte>)fileBytes);
|
||||
Assert.Equal((uint)blobs.Length, header.TocCount);
|
||||
|
||||
ulong previousKey = 0;
|
||||
for (uint i = 0; i < header.TocCount; i++) {
|
||||
int pos = checked((int)((long)header.TocOffset + i * PakTocEntry.Size));
|
||||
var entry = PakTocEntry.ReadFrom(fileBytes.AsSpan(pos, PakTocEntry.Size));
|
||||
Assert.True(entry.Key > previousKey || i == 0,
|
||||
$"TOC entry {i} key 0x{entry.Key:X16} is not strictly greater than its predecessor 0x{previousKey:X16}");
|
||||
previousKey = entry.Key;
|
||||
}
|
||||
}
|
||||
|
||||
// ---- corruption logged once (review finding 8) ----------------------------
|
||||
|
||||
[Fact]
|
||||
public void CorruptBlob_RepeatedReads_LogExactlyOnce() {
|
||||
var path = NewTempPakPath();
|
||||
var blobs = MakeBlobSet(2);
|
||||
WritePak(path, blobs);
|
||||
|
||||
// Flip a byte in the first blob (plain CRC corruption).
|
||||
using (var fs = new FileStream(path, FileMode.Open, FileAccess.ReadWrite)) {
|
||||
fs.Position = PakHeader.Size + 4;
|
||||
int b = fs.ReadByte();
|
||||
fs.Position = PakHeader.Size + 4;
|
||||
fs.WriteByte((byte)(b ^ 0xFF));
|
||||
}
|
||||
|
||||
var victimKey = PakKey.Compose(blobs[0].Type, blobs[0].FileId);
|
||||
var originalError = Console.Error;
|
||||
var capture = new StringWriter();
|
||||
try {
|
||||
Console.SetError(capture);
|
||||
using var reader = new PakReader(path);
|
||||
// Hammer the corrupt entry through BOTH public paths, repeatedly.
|
||||
Assert.False(reader.TryReadObjectMeshData(victimKey, out _));
|
||||
Assert.False(reader.TryReadObjectMeshData(victimKey, out _));
|
||||
Assert.False(reader.ContainsKey(victimKey));
|
||||
Assert.False(reader.ContainsKey(victimKey));
|
||||
Assert.False(reader.TryReadObjectMeshData(victimKey, out _));
|
||||
}
|
||||
finally {
|
||||
Console.SetError(originalError);
|
||||
}
|
||||
|
||||
string logged = capture.ToString();
|
||||
int occurrences = CountOccurrences(logged, $"0x{victimKey:X16}");
|
||||
Assert.True(occurrences == 1,
|
||||
$"expected exactly ONE [pak-corrupt] line for key 0x{victimKey:X16} across 5 reads, got {occurrences}:\n{logged}");
|
||||
}
|
||||
|
||||
private static int CountOccurrences(string haystack, string needle) {
|
||||
int count = 0, index = 0;
|
||||
while ((index = haystack.IndexOf(needle, index, StringComparison.Ordinal)) >= 0) {
|
||||
count++;
|
||||
index += needle.Length;
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
// ---- helpers -------------------------------------------------------------
|
||||
|
||||
/// <summary>Locates the on-disk file position of the TOC entry for <paramref name="key"/> by raw parsing.</summary>
|
||||
private static long FindTocEntryPosition(string path, ulong key) {
|
||||
using var fs = new FileStream(path, FileMode.Open, FileAccess.Read);
|
||||
var headerBuf = new byte[PakHeader.Size];
|
||||
fs.ReadExactly(headerBuf);
|
||||
var header = PakHeader.ReadFrom((ReadOnlySpan<byte>)headerBuf);
|
||||
|
||||
var entryBuf = new byte[PakTocEntry.Size];
|
||||
for (uint i = 0; i < header.TocCount; i++) {
|
||||
long pos = (long)header.TocOffset + i * PakTocEntry.Size;
|
||||
fs.Position = pos;
|
||||
fs.ReadExactly(entryBuf);
|
||||
var entry = PakTocEntry.ReadFrom((ReadOnlySpan<byte>)entryBuf);
|
||||
if (entry.Key == key) return pos;
|
||||
}
|
||||
throw new InvalidOperationException($"TOC entry for key 0x{key:X16} not found");
|
||||
}
|
||||
}
|
||||
|
|
@ -122,6 +122,69 @@ public class AutonomousPositionTests
|
|||
Assert.Equal(0, body[52]);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_TimestampOrder_MatchesAutonomousPositionPackPack()
|
||||
{
|
||||
// AutonomousPositionPack::Pack (0x00516af0, confirmed via Ghidra
|
||||
// decompile-by-address during this slice 2026-06-30): after
|
||||
// Position::Pack (32 bytes), four u16 timestamps in order
|
||||
// instance_timestamp, server_control_timestamp, teleport_timestamp,
|
||||
// force_position_ts — then a CONTACT-ONLY byte (no longjump bit;
|
||||
// that bit only exists in MoveToStatePack), then ALIGN_PTR.
|
||||
var body = AutonomousPosition.Build(
|
||||
gameActionSequence: 8,
|
||||
cellId: 0xA9B40001u,
|
||||
position: Vector3.Zero,
|
||||
rotation: Quaternion.Identity,
|
||||
instanceSequence: 0x1111,
|
||||
serverControlSequence: 0x2222,
|
||||
teleportSequence: 0x3333,
|
||||
forcePositionSequence: 0x4444);
|
||||
|
||||
// 12 (envelope) + 32 (Position) = 44.
|
||||
int tsOffset = 44;
|
||||
ushort instance = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset));
|
||||
ushort serverControl = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset + 2));
|
||||
ushort teleport = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset + 4));
|
||||
ushort forcePosition = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset + 6));
|
||||
|
||||
Assert.Equal((ushort)0x1111, instance);
|
||||
Assert.Equal((ushort)0x2222, serverControl);
|
||||
Assert.Equal((ushort)0x3333, teleport);
|
||||
Assert.Equal((ushort)0x4444, forcePosition);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_ContactByte_IsContactOnly_NoLongjumpBit()
|
||||
{
|
||||
// contact != 0 -> byte = 1 (bool cast, not an OR'd bitmask like MTS).
|
||||
var bodyOnGround = AutonomousPosition.Build(
|
||||
gameActionSequence: 9,
|
||||
cellId: 0xA9B40001u,
|
||||
position: Vector3.Zero,
|
||||
rotation: Quaternion.Identity,
|
||||
instanceSequence: 0,
|
||||
serverControlSequence: 0,
|
||||
teleportSequence: 0,
|
||||
forcePositionSequence: 0,
|
||||
lastContact: 1);
|
||||
|
||||
Assert.Equal(1, bodyOnGround[52]);
|
||||
|
||||
var bodyAirborne = AutonomousPosition.Build(
|
||||
gameActionSequence: 10,
|
||||
cellId: 0xA9B40001u,
|
||||
position: Vector3.Zero,
|
||||
rotation: Quaternion.Identity,
|
||||
instanceSequence: 0,
|
||||
serverControlSequence: 0,
|
||||
teleportSequence: 0,
|
||||
forcePositionSequence: 0,
|
||||
lastContact: 0);
|
||||
|
||||
Assert.Equal(0, bodyAirborne[52]);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_ContainsIdentityRotation_AfterPosition()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -440,6 +440,21 @@ public sealed class CreateObjectTests
|
|||
Assert.Equal(7.5f, p.Workmanship);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryParse_MovementSequence_SurfacedFromTimestampBlock()
|
||||
{
|
||||
// L.2g S1 (DEV-6): index 1 of the 9-u16 PhysicsDesc timestamp block
|
||||
// is ObjectMovement (ACE WorldObject_Networking.cs:412) — it seeds
|
||||
// MotionSequenceGate's MOVEMENT_TS so post-spawn UpdateMotion events
|
||||
// are judged against the entity's live sequence, not zero.
|
||||
byte[] body = BuildMinimalCreateObjectWithWeenieHeader(
|
||||
guid: 0x50000030u, name: "Runner", itemType: 0x10u,
|
||||
movementSeq: 0x9000);
|
||||
var parsed = CreateObject.TryParse(body);
|
||||
Assert.NotNull(parsed);
|
||||
Assert.Equal((ushort)0x9000, parsed!.Value.MovementSequence);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryParse_MidTailFieldsSet_StillReachesIconOverlay()
|
||||
{
|
||||
|
|
@ -484,7 +499,8 @@ public sealed class CreateObjectTests
|
|||
uint? validLocations = null,
|
||||
uint? currentWieldedLocation = null,
|
||||
uint? priority = null,
|
||||
float? workmanship = null)
|
||||
float? workmanship = null,
|
||||
ushort movementSeq = 0)
|
||||
{
|
||||
var bytes = new List<byte>();
|
||||
WriteU32(bytes, CreateObject.Opcode);
|
||||
|
|
@ -496,11 +512,12 @@ public sealed class CreateObjectTests
|
|||
bytes.Add(0);
|
||||
bytes.Add(0);
|
||||
|
||||
// PhysicsData: physics flags = 0, then PhysicsState u32, then 9 seq stamps.
|
||||
// PhysicsData: physics flags = 0, then PhysicsState u32, then 9 seq stamps
|
||||
// (PhysicsTimeStamp enum order; index 1 = ObjectMovement).
|
||||
WriteU32(bytes, 0);
|
||||
WriteU32(bytes, physicsState);
|
||||
for (int i = 0; i < 9; i++)
|
||||
WriteU16(bytes, 0);
|
||||
WriteU16(bytes, i == 1 ? movementSeq : (ushort)0);
|
||||
Align4(bytes);
|
||||
|
||||
// Fixed WeenieHeader prefix per ACE SerializeCreateObject.
|
||||
|
|
|
|||
170
tests/AcDream.Core.Net.Tests/Messages/JumpActionTests.cs
Normal file
170
tests/AcDream.Core.Net.Tests/Messages/JumpActionTests.cs
Normal file
|
|
@ -0,0 +1,170 @@
|
|||
using System;
|
||||
using System.Buffers.Binary;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Net.Messages;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Net.Tests.Messages;
|
||||
|
||||
/// <summary>
|
||||
/// Golden-byte tests for the retail-faithful <see cref="JumpAction.Build"/>
|
||||
/// layout, porting <c>JumpPack::Pack</c> (0x00516d10, decomp lines
|
||||
/// ~284934-284963). Confirmed verbatim against the Ghidra decompile-by-address
|
||||
/// bridge (http://127.0.0.1:8081/decompile_function?address=0x00516d10)
|
||||
/// during this slice (2026-06-30):
|
||||
///
|
||||
/// <code>
|
||||
/// extent (f32), velocity.x/y/z (f32 x3), Position::Pack (cellId + Frame),
|
||||
/// instance_timestamp (u16), server_control_timestamp (u16),
|
||||
/// teleport_timestamp (u16), force_position_ts (u16), ALIGN_PTR.
|
||||
/// </code>
|
||||
///
|
||||
/// D4: retail does NOT pack an objectGuid or spellId. The pre-slice acdream
|
||||
/// code wrote two spurious trailing <c>u32 0</c> fields and omitted Position
|
||||
/// entirely — both are fixed here.
|
||||
/// </summary>
|
||||
public class JumpActionTests
|
||||
{
|
||||
[Fact]
|
||||
public void Build_ProducesValidGameAction()
|
||||
{
|
||||
var body = JumpAction.Build(
|
||||
gameActionSequence: 9,
|
||||
extent: 0.5f,
|
||||
velocity: new Vector3(1f, 2f, 3f),
|
||||
cellId: 0xA9B40001u,
|
||||
position: new Vector3(96f, 96f, 50f),
|
||||
rotation: Quaternion.Identity,
|
||||
instanceSequence: 0,
|
||||
serverControlSequence: 0,
|
||||
teleportSequence: 0,
|
||||
forcePositionSequence: 0);
|
||||
|
||||
uint opcode = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(0));
|
||||
Assert.Equal(0xF7B1u, opcode);
|
||||
|
||||
uint seq = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(4));
|
||||
Assert.Equal(9u, seq);
|
||||
|
||||
uint actionType = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(8));
|
||||
Assert.Equal(0xF61Bu, actionType);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_ExtentAndVelocity_FollowEnvelope()
|
||||
{
|
||||
var body = JumpAction.Build(
|
||||
gameActionSequence: 1,
|
||||
extent: 0.75f,
|
||||
velocity: new Vector3(1.5f, -2.5f, 9.81f),
|
||||
cellId: 0xA9B40001u,
|
||||
position: Vector3.Zero,
|
||||
rotation: Quaternion.Identity,
|
||||
instanceSequence: 0,
|
||||
serverControlSequence: 0,
|
||||
teleportSequence: 0,
|
||||
forcePositionSequence: 0);
|
||||
|
||||
// 12-byte envelope, then extent(4), vx(4), vy(4), vz(4).
|
||||
float extent = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(12));
|
||||
float vx = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(16));
|
||||
float vy = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(20));
|
||||
float vz = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(24));
|
||||
|
||||
Assert.Equal(0.75f, extent);
|
||||
Assert.Equal(1.5f, vx);
|
||||
Assert.Equal(-2.5f, vy);
|
||||
Assert.Equal(9.81f, vz);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_PositionFollowsVelocity_CellIdThenOriginThenQuaternion()
|
||||
{
|
||||
var body = JumpAction.Build(
|
||||
gameActionSequence: 2,
|
||||
extent: 0f,
|
||||
velocity: Vector3.Zero,
|
||||
cellId: 0xDEADBEEFu,
|
||||
position: new Vector3(12.5f, 34.0f, 56.75f),
|
||||
rotation: Quaternion.Identity,
|
||||
instanceSequence: 0,
|
||||
serverControlSequence: 0,
|
||||
teleportSequence: 0,
|
||||
forcePositionSequence: 0);
|
||||
|
||||
// 12 (envelope) + 4 (extent) + 12 (velocity) = offset 28 -> Position::Pack.
|
||||
int positionOffset = 28;
|
||||
uint cellId = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(positionOffset));
|
||||
float x = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(positionOffset + 4));
|
||||
float y = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(positionOffset + 8));
|
||||
float z = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(positionOffset + 12));
|
||||
float qw = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(positionOffset + 16));
|
||||
float qx = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(positionOffset + 20));
|
||||
float qy = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(positionOffset + 24));
|
||||
float qz = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(positionOffset + 28));
|
||||
|
||||
Assert.Equal(0xDEADBEEFu, cellId);
|
||||
Assert.Equal(12.5f, x);
|
||||
Assert.Equal(34.0f, y);
|
||||
Assert.Equal(56.75f, z);
|
||||
Assert.Equal(1.0f, qw);
|
||||
Assert.Equal(0.0f, qx);
|
||||
Assert.Equal(0.0f, qy);
|
||||
Assert.Equal(0.0f, qz);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_TimestampsFollowPosition_InRetailOrder()
|
||||
{
|
||||
var body = JumpAction.Build(
|
||||
gameActionSequence: 3,
|
||||
extent: 0f,
|
||||
velocity: Vector3.Zero,
|
||||
cellId: 0xA9B40001u,
|
||||
position: Vector3.Zero,
|
||||
rotation: Quaternion.Identity,
|
||||
instanceSequence: 0x1111,
|
||||
serverControlSequence: 0x2222,
|
||||
teleportSequence: 0x3333,
|
||||
forcePositionSequence: 0x4444);
|
||||
|
||||
// Position::Pack is 32 bytes (cellId + Frame). Timestamps start at
|
||||
// 28 (extent/velocity/envelope) + 32 = 60.
|
||||
int tsOffset = 60;
|
||||
ushort instance = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset));
|
||||
ushort serverControl = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset + 2));
|
||||
ushort teleport = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset + 4));
|
||||
ushort forcePosition = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset + 6));
|
||||
|
||||
Assert.Equal((ushort)0x1111, instance);
|
||||
Assert.Equal((ushort)0x2222, serverControl);
|
||||
Assert.Equal((ushort)0x3333, teleport);
|
||||
Assert.Equal((ushort)0x4444, forcePosition);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_NoObjectGuidOrSpellId_JumpPackBodyLengthIs56()
|
||||
{
|
||||
// JumpPack::Pack body (everything AFTER the 12-byte GameAction
|
||||
// envelope): extent(4) + velocity(12) + Position(32) +
|
||||
// 4x u16 timestamps(8) = 56 bytes, already a multiple of 4 -> no
|
||||
// align padding. Total wire length = 12 (envelope) + 56 = 68.
|
||||
// Retail's JumpPack has NO objectGuid/spellId fields (D4) — the
|
||||
// pre-slice code's two spurious trailing u32 writes are gone.
|
||||
var body = JumpAction.Build(
|
||||
gameActionSequence: 4,
|
||||
extent: 0f,
|
||||
velocity: Vector3.Zero,
|
||||
cellId: 0xA9B40001u,
|
||||
position: Vector3.Zero,
|
||||
rotation: Quaternion.Identity,
|
||||
instanceSequence: 0,
|
||||
serverControlSequence: 0,
|
||||
teleportSequence: 0,
|
||||
forcePositionSequence: 0);
|
||||
|
||||
Assert.Equal(56, body.Length - 12);
|
||||
Assert.Equal(68, body.Length);
|
||||
Assert.Equal(0, body.Length % 4);
|
||||
}
|
||||
}
|
||||
254
tests/AcDream.Core.Net.Tests/Messages/MoveToStateGoldenTests.cs
Normal file
254
tests/AcDream.Core.Net.Tests/Messages/MoveToStateGoldenTests.cs
Normal file
|
|
@ -0,0 +1,254 @@
|
|||
using System;
|
||||
using System.Buffers.Binary;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Net.Messages;
|
||||
using AcDream.Core.Physics;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Net.Tests.Messages;
|
||||
|
||||
/// <summary>
|
||||
/// Full-message golden-byte tests for the refactored <see cref="MoveToState.Build"/>
|
||||
/// (D1 default-difference RawMotionState packing + D3 trailing byte), porting
|
||||
/// <c>MoveToStatePack::Pack</c> (0x005168f0, decomp lines ~284694-284722).
|
||||
/// Confirmed verbatim against the Ghidra decompile-by-address bridge during
|
||||
/// this slice (2026-06-30):
|
||||
///
|
||||
/// <code>
|
||||
/// MoveToStatePack::Pack:
|
||||
/// RawMotionState::Pack(...)
|
||||
/// Position::Pack(...)
|
||||
/// instance_timestamp(u16), server_control_timestamp(u16),
|
||||
/// teleport_timestamp(u16), force_position_ts(u16)
|
||||
/// trailing byte = ((longjump_mode != 0) ? 0x02 : 0) | (contact != 0 ? 0x01 : 0)
|
||||
/// ALIGN_PTR
|
||||
/// </code>
|
||||
/// </summary>
|
||||
public class MoveToStateGoldenTests
|
||||
{
|
||||
private static readonly Vector3 Pos = new(96f, 96f, 50f);
|
||||
private static readonly Quaternion Rot = Quaternion.Identity;
|
||||
|
||||
[Fact]
|
||||
public void Build_DefaultRawMotionState_FlagsAreZero_EnvelopePlusPositionPlusTimestampsPlusTrailingByte()
|
||||
{
|
||||
var body = MoveToState.Build(
|
||||
gameActionSequence: 1,
|
||||
rawMotionState: RawMotionState.Default,
|
||||
cellId: 0xA9B40001u,
|
||||
position: Pos,
|
||||
rotation: Rot,
|
||||
instanceSequence: 0,
|
||||
serverControlSequence: 0,
|
||||
teleportSequence: 0,
|
||||
forcePositionSequence: 0,
|
||||
contact: true,
|
||||
standingLongjump: false);
|
||||
|
||||
// 12 (envelope) + 4 (flags=0, no fields) + 32 (Position) + 8 (timestamps)
|
||||
// + 1 (trailing byte) = 57, aligned to 60.
|
||||
Assert.Equal(60, body.Length);
|
||||
|
||||
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12));
|
||||
Assert.Equal(0u, flags);
|
||||
|
||||
uint cellId = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(16));
|
||||
Assert.Equal(0xA9B40001u, cellId);
|
||||
|
||||
// trailing byte at 12+4+32+8 = 56: contact=true, longjump=false -> 0x01
|
||||
Assert.Equal(0x01, body[56]);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_WalkForward_OmitsForwardSpeedDefault()
|
||||
{
|
||||
// Walk-forward at default speed 1.0 -> forward_speed bit OMITTED (D1 fix).
|
||||
var state = new RawMotionState
|
||||
{
|
||||
CurrentHoldKey = HoldKey.None, // default, omitted
|
||||
ForwardCommand = 0x45000005u, // WalkForward
|
||||
ForwardHoldKey = HoldKey.None, // differs from Invalid -> set
|
||||
ForwardSpeed = 1.0f, // default, omitted
|
||||
};
|
||||
|
||||
var body = MoveToState.Build(
|
||||
gameActionSequence: 2,
|
||||
rawMotionState: state,
|
||||
cellId: 0xA9B40001u,
|
||||
position: Pos,
|
||||
rotation: Rot,
|
||||
instanceSequence: 0,
|
||||
serverControlSequence: 0,
|
||||
teleportSequence: 0,
|
||||
forcePositionSequence: 0,
|
||||
contact: true,
|
||||
standingLongjump: false);
|
||||
|
||||
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12));
|
||||
Assert.Equal(0x0000000Cu, flags); // ForwardCommand | ForwardHoldKey only
|
||||
|
||||
// RawMotionState body = flags(4) + fwd_cmd(4) + fwd_holdkey(4) = 12.
|
||||
uint cellId = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12 + 12));
|
||||
Assert.Equal(0xA9B40001u, cellId);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_RunForward_IncludesHoldKeyAndSpeed()
|
||||
{
|
||||
var state = new RawMotionState
|
||||
{
|
||||
CurrentHoldKey = HoldKey.Run,
|
||||
ForwardCommand = 0x44000007u, // RunForward
|
||||
ForwardHoldKey = HoldKey.Run,
|
||||
ForwardSpeed = 2.94f,
|
||||
};
|
||||
|
||||
var body = MoveToState.Build(
|
||||
gameActionSequence: 3,
|
||||
rawMotionState: state,
|
||||
cellId: 0xA9B40001u,
|
||||
position: Pos,
|
||||
rotation: Rot,
|
||||
instanceSequence: 0,
|
||||
serverControlSequence: 0,
|
||||
teleportSequence: 0,
|
||||
forcePositionSequence: 0,
|
||||
contact: true,
|
||||
standingLongjump: false);
|
||||
|
||||
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12));
|
||||
Assert.Equal(0x0000001Du, flags); // holdkey | fwd_cmd | fwd_holdkey | fwd_speed
|
||||
|
||||
// RawMotionState body = flags(4) + holdkey(4) + fwd_cmd(4) + fwd_holdkey(4) + fwd_speed(4) = 20.
|
||||
uint cellId = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12 + 20));
|
||||
Assert.Equal(0xA9B40001u, cellId);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_Sidestep_SetsSidestepBitsOnly()
|
||||
{
|
||||
var state = new RawMotionState
|
||||
{
|
||||
SidestepCommand = 0x6500000Fu, // SideStepRight
|
||||
SidestepHoldKey = HoldKey.None,
|
||||
SidestepSpeed = 1.0f, // default -> omitted
|
||||
};
|
||||
|
||||
var body = MoveToState.Build(
|
||||
gameActionSequence: 4,
|
||||
rawMotionState: state,
|
||||
cellId: 0xA9B40001u,
|
||||
position: Pos,
|
||||
rotation: Rot,
|
||||
instanceSequence: 0,
|
||||
serverControlSequence: 0,
|
||||
teleportSequence: 0,
|
||||
forcePositionSequence: 0,
|
||||
contact: true,
|
||||
standingLongjump: false);
|
||||
|
||||
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12));
|
||||
Assert.Equal(0x00000060u, flags); // SidestepCommand(0x20) | SidestepHoldKey(0x40)
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_Turn_SetsTurnBitsOnly()
|
||||
{
|
||||
var state = new RawMotionState
|
||||
{
|
||||
TurnCommand = 0x6500000Du, // TurnRight
|
||||
TurnHoldKey = HoldKey.None,
|
||||
TurnSpeed = 1.0f, // default -> omitted
|
||||
};
|
||||
|
||||
var body = MoveToState.Build(
|
||||
gameActionSequence: 5,
|
||||
rawMotionState: state,
|
||||
cellId: 0xA9B40001u,
|
||||
position: Pos,
|
||||
rotation: Rot,
|
||||
instanceSequence: 0,
|
||||
serverControlSequence: 0,
|
||||
teleportSequence: 0,
|
||||
forcePositionSequence: 0,
|
||||
contact: true,
|
||||
standingLongjump: false);
|
||||
|
||||
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12));
|
||||
Assert.Equal(0x00000300u, flags); // TurnCommand(0x100) | TurnHoldKey(0x200)
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(false, false, 0x00)]
|
||||
[InlineData(true, false, 0x01)]
|
||||
[InlineData(false, true, 0x02)]
|
||||
[InlineData(true, true, 0x03)]
|
||||
public void Build_TrailingByte_AllFourContactLongjumpCombinations(bool contact, bool standingLongjump, byte expected)
|
||||
{
|
||||
// MoveToStatePack::Pack trailing byte:
|
||||
// ((longjump_mode != 0) ? 0x02 : 0) | (contact != 0 ? 0x01 : 0)
|
||||
var body = MoveToState.Build(
|
||||
gameActionSequence: 6,
|
||||
rawMotionState: RawMotionState.Default,
|
||||
cellId: 0xA9B40001u,
|
||||
position: Pos,
|
||||
rotation: Rot,
|
||||
instanceSequence: 0,
|
||||
serverControlSequence: 0,
|
||||
teleportSequence: 0,
|
||||
forcePositionSequence: 0,
|
||||
contact: contact,
|
||||
standingLongjump: standingLongjump);
|
||||
|
||||
// flags(4) + Position(32) + timestamps(8) = 44; trailing byte at 12+44=56.
|
||||
Assert.Equal(expected, body[56]);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_TimestampOrder_MatchesMoveToStatePackPack()
|
||||
{
|
||||
var body = MoveToState.Build(
|
||||
gameActionSequence: 7,
|
||||
rawMotionState: RawMotionState.Default,
|
||||
cellId: 0xA9B40001u,
|
||||
position: Pos,
|
||||
rotation: Rot,
|
||||
instanceSequence: 0x1111,
|
||||
serverControlSequence: 0x2222,
|
||||
teleportSequence: 0x3333,
|
||||
forcePositionSequence: 0x4444,
|
||||
contact: true,
|
||||
standingLongjump: false);
|
||||
|
||||
// 12 (envelope) + 4 (flags) + 32 (Position) = 48.
|
||||
int tsOffset = 48;
|
||||
ushort instance = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset));
|
||||
ushort serverControl = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset + 2));
|
||||
ushort teleport = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset + 4));
|
||||
ushort forcePosition = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset + 6));
|
||||
|
||||
Assert.Equal((ushort)0x1111, instance);
|
||||
Assert.Equal((ushort)0x2222, serverControl);
|
||||
Assert.Equal((ushort)0x3333, teleport);
|
||||
Assert.Equal((ushort)0x4444, forcePosition);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_IsAlignedTo4Bytes()
|
||||
{
|
||||
var body = MoveToState.Build(
|
||||
gameActionSequence: 8,
|
||||
rawMotionState: RawMotionState.Default,
|
||||
cellId: 0xA9B40001u,
|
||||
position: Pos,
|
||||
rotation: Rot,
|
||||
instanceSequence: 0,
|
||||
serverControlSequence: 0,
|
||||
teleportSequence: 0,
|
||||
forcePositionSequence: 0,
|
||||
contact: true,
|
||||
standingLongjump: false);
|
||||
|
||||
Assert.Equal(0, body.Length % 4);
|
||||
}
|
||||
}
|
||||
|
|
@ -2,26 +2,36 @@ using System;
|
|||
using System.Buffers.Binary;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Net.Messages;
|
||||
using AcDream.Core.Physics;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Net.Tests.Messages;
|
||||
|
||||
/// <summary>
|
||||
/// Envelope + structural tests for <see cref="MoveToState.Build"/>. Golden
|
||||
/// byte-layout tests for the RawMotionState default-difference packing (D1)
|
||||
/// and the trailing contact/longjump byte (D3) live in
|
||||
/// <see cref="MoveToStateGoldenTests"/> and <see cref="RawMotionStatePackTests"/>.
|
||||
///
|
||||
/// D1/D3 refactor (2026-06-30): <c>Build</c> now takes a
|
||||
/// <see cref="RawMotionState"/> snapshot (matching retail's
|
||||
/// <c>CPhysicsObj::InqRawMotionState()</c>) instead of flat nullable
|
||||
/// per-axis params, plus explicit <c>contact</c>/<c>standingLongjump</c>
|
||||
/// booleans for the trailing byte — see <c>MoveToStatePack::Pack</c>
|
||||
/// (0x005168f0).
|
||||
/// </summary>
|
||||
public class MoveToStateTests
|
||||
{
|
||||
private static readonly Vector3 Pos = new(96f, 96f, 50f);
|
||||
|
||||
[Fact]
|
||||
public void Build_IdleState_ProducesValidGameAction()
|
||||
{
|
||||
var body = MoveToState.Build(
|
||||
gameActionSequence: 1,
|
||||
forwardCommand: null,
|
||||
forwardSpeed: null,
|
||||
sidestepCommand: null,
|
||||
sidestepSpeed: null,
|
||||
turnCommand: null,
|
||||
turnSpeed: null,
|
||||
holdKey: null,
|
||||
rawMotionState: RawMotionState.Default,
|
||||
cellId: 0xA9B40001u,
|
||||
position: new Vector3(96f, 96f, 50f),
|
||||
position: Pos,
|
||||
rotation: Quaternion.Identity,
|
||||
instanceSequence: 0,
|
||||
serverControlSequence: 0,
|
||||
|
|
@ -42,31 +52,33 @@ public class MoveToStateTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_WalkForward_IncludesForwardCommandInFlags()
|
||||
public void Build_WalkForward_DefaultSpeedOmitted_OnlyCommandAndHoldKeyFlagsSet()
|
||||
{
|
||||
// D1 fix: forward_speed == 1.0 (the retail default) is OMITTED from
|
||||
// the flags, unlike the pre-slice presence-based packer which always
|
||||
// set the ForwardSpeed bit whenever a caller supplied a value.
|
||||
var state = new RawMotionState
|
||||
{
|
||||
ForwardCommand = 0x45000005u, // WalkForward
|
||||
ForwardHoldKey = HoldKey.None, // differs from Invalid -> set
|
||||
ForwardSpeed = 1.0f, // default -> omitted
|
||||
};
|
||||
|
||||
var body = MoveToState.Build(
|
||||
gameActionSequence: 2,
|
||||
forwardCommand: 0x45000005u, // WalkForward
|
||||
forwardSpeed: 1.0f,
|
||||
sidestepCommand: null,
|
||||
sidestepSpeed: null,
|
||||
turnCommand: null,
|
||||
turnSpeed: null,
|
||||
holdKey: null,
|
||||
rawMotionState: state,
|
||||
cellId: 0xA9B40001u,
|
||||
position: new Vector3(96f, 96f, 50f),
|
||||
position: Pos,
|
||||
rotation: Quaternion.Identity,
|
||||
instanceSequence: 0,
|
||||
serverControlSequence: 0,
|
||||
teleportSequence: 0,
|
||||
forcePositionSequence: 0);
|
||||
|
||||
// After the 12-byte GameAction header comes RawMotionState.
|
||||
// First u32 is the packed flags word. ForwardCommand flag = 0x4.
|
||||
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12));
|
||||
Assert.True((flags & 0x4u) != 0, "ForwardCommand flag (0x4) should be set");
|
||||
// ForwardSpeed flag = 0x10
|
||||
Assert.True((flags & 0x10u) != 0, "ForwardSpeed flag (0x10) should be set");
|
||||
Assert.True((flags & 0x8u) != 0, "ForwardHoldKey flag (0x8) should be set");
|
||||
Assert.False((flags & 0x10u) != 0, "ForwardSpeed flag (0x10) must be OMITTED at the retail default 1.0");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
|
|
@ -74,13 +86,7 @@ public class MoveToStateTests
|
|||
{
|
||||
var body = MoveToState.Build(
|
||||
gameActionSequence: 3,
|
||||
forwardCommand: null,
|
||||
forwardSpeed: null,
|
||||
sidestepCommand: null,
|
||||
sidestepSpeed: null,
|
||||
turnCommand: null,
|
||||
turnSpeed: null,
|
||||
holdKey: null,
|
||||
rawMotionState: RawMotionState.Default,
|
||||
cellId: 0xA9B40001u,
|
||||
position: Vector3.Zero,
|
||||
rotation: Quaternion.Identity,
|
||||
|
|
@ -94,19 +100,14 @@ public class MoveToStateTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_IdleState_WorldPositionFollowsMotionState()
|
||||
public void Build_IdleState_WorldPositionFollowsZeroFlagMotionState()
|
||||
{
|
||||
// With no motion state, flags = 0 and no conditional fields are written.
|
||||
// So WorldPosition starts at offset 12 (envelope) + 4 (flags) = 16.
|
||||
// With the default raw motion state, flags = 0 and no conditional
|
||||
// fields are written. So WorldPosition starts at offset 12
|
||||
// (envelope) + 4 (flags) = 16.
|
||||
var body = MoveToState.Build(
|
||||
gameActionSequence: 4,
|
||||
forwardCommand: null,
|
||||
forwardSpeed: null,
|
||||
sidestepCommand: null,
|
||||
sidestepSpeed: null,
|
||||
turnCommand: null,
|
||||
turnSpeed: null,
|
||||
holdKey: null,
|
||||
rawMotionState: RawMotionState.Default,
|
||||
cellId: 0xDEADBEEFu,
|
||||
position: Vector3.Zero,
|
||||
rotation: Quaternion.Identity,
|
||||
|
|
@ -124,13 +125,7 @@ public class MoveToStateTests
|
|||
{
|
||||
var body = MoveToState.Build(
|
||||
gameActionSequence: 5,
|
||||
forwardCommand: null,
|
||||
forwardSpeed: null,
|
||||
sidestepCommand: null,
|
||||
sidestepSpeed: null,
|
||||
turnCommand: null,
|
||||
turnSpeed: null,
|
||||
holdKey: null,
|
||||
rawMotionState: RawMotionState.Default,
|
||||
cellId: 0xA9B40001u,
|
||||
position: Vector3.Zero,
|
||||
rotation: Quaternion.Identity,
|
||||
|
|
@ -143,17 +138,11 @@ public class MoveToStateTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_UsesExplicitAirborneContactByte()
|
||||
public void Build_UsesExplicitAirborneContact()
|
||||
{
|
||||
var body = MoveToState.Build(
|
||||
gameActionSequence: 7,
|
||||
forwardCommand: null,
|
||||
forwardSpeed: null,
|
||||
sidestepCommand: null,
|
||||
sidestepSpeed: null,
|
||||
turnCommand: null,
|
||||
turnSpeed: null,
|
||||
holdKey: null,
|
||||
rawMotionState: RawMotionState.Default,
|
||||
cellId: 0xA9B40001u,
|
||||
position: Vector3.Zero,
|
||||
rotation: Quaternion.Identity,
|
||||
|
|
@ -161,23 +150,20 @@ public class MoveToStateTests
|
|||
serverControlSequence: 0,
|
||||
teleportSequence: 0,
|
||||
forcePositionSequence: 0,
|
||||
contactLongJump: 0);
|
||||
contact: false);
|
||||
|
||||
// flags(4) + Position(32) + timestamps(8) = 44; trailing byte at 12+44=56.
|
||||
Assert.Equal(0, body[56]);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_WithHoldKey_IncludesHoldKeyFlag()
|
||||
{
|
||||
var state = new RawMotionState { CurrentHoldKey = HoldKey.Run };
|
||||
|
||||
var body = MoveToState.Build(
|
||||
gameActionSequence: 6,
|
||||
forwardCommand: null,
|
||||
forwardSpeed: null,
|
||||
sidestepCommand: null,
|
||||
sidestepSpeed: null,
|
||||
turnCommand: null,
|
||||
turnSpeed: null,
|
||||
holdKey: 2u, // Run
|
||||
rawMotionState: state,
|
||||
cellId: 0xA9B40001u,
|
||||
position: Vector3.Zero,
|
||||
rotation: Quaternion.Identity,
|
||||
|
|
|
|||
63
tests/AcDream.Core.Net.Tests/Messages/PositionPackTests.cs
Normal file
63
tests/AcDream.Core.Net.Tests/Messages/PositionPackTests.cs
Normal file
|
|
@ -0,0 +1,63 @@
|
|||
using System.Buffers.Binary;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Net.Messages;
|
||||
using AcDream.Core.Physics;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Net.Tests.Messages;
|
||||
|
||||
/// <summary>
|
||||
/// Pins the shared WorldPosition/Position block byte order used by
|
||||
/// <see cref="MoveToState"/>, <see cref="AutonomousPosition"/>, and
|
||||
/// <see cref="JumpAction"/>: <c>Position::Pack</c> (0x005a9640) wraps
|
||||
/// <c>cellId(u32)</c> then <c>Frame::Pack</c> (0x00535130) =
|
||||
/// <c>origin.x/y/z(f32)</c> then <c>qw/qx/qy/qz(f32)</c>. Confirmed verbatim
|
||||
/// against the Ghidra decompile-by-address bridge during this slice
|
||||
/// (2026-06-30):
|
||||
///
|
||||
/// <code>
|
||||
/// Position::Pack: objcell_id(u32), Frame::Pack(...)
|
||||
/// Frame::Pack: m_fOrigin.x/y/z(f32 x3), qw(f32), qx(f32), qy(f32), qz(f32)
|
||||
/// </code>
|
||||
///
|
||||
/// 32 bytes total (4 + 12 + 16). This was already correct pre-slice — these
|
||||
/// tests lock the byte order with a golden-value assertion rather than
|
||||
/// changing behavior.
|
||||
/// </summary>
|
||||
public class PositionPackTests
|
||||
{
|
||||
[Fact]
|
||||
public void MoveToState_PositionBlock_OrderIsCellIdThenOriginThenQuaternion()
|
||||
{
|
||||
var body = MoveToState.Build(
|
||||
gameActionSequence: 1,
|
||||
rawMotionState: RawMotionState.Default,
|
||||
cellId: 0xA9B40001u,
|
||||
position: new Vector3(1.5f, 2.5f, 3.5f),
|
||||
rotation: new Quaternion(0.1f, 0.2f, 0.3f, 0.9f), // X,Y,Z,W ctor order
|
||||
instanceSequence: 0,
|
||||
serverControlSequence: 0,
|
||||
teleportSequence: 0,
|
||||
forcePositionSequence: 0);
|
||||
|
||||
// No motion state -> flags(4) only before the Position block at offset 16.
|
||||
int off = 12 + 4;
|
||||
uint cellId = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(off));
|
||||
float x = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(off + 4));
|
||||
float y = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(off + 8));
|
||||
float z = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(off + 12));
|
||||
float qw = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(off + 16));
|
||||
float qx = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(off + 20));
|
||||
float qy = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(off + 24));
|
||||
float qz = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(off + 28));
|
||||
|
||||
Assert.Equal(0xA9B40001u, cellId);
|
||||
Assert.Equal(1.5f, x);
|
||||
Assert.Equal(2.5f, y);
|
||||
Assert.Equal(3.5f, z);
|
||||
Assert.Equal(0.9f, qw);
|
||||
Assert.Equal(0.1f, qx);
|
||||
Assert.Equal(0.2f, qy);
|
||||
Assert.Equal(0.3f, qz);
|
||||
}
|
||||
}
|
||||
212
tests/AcDream.Core.Net.Tests/Messages/RawMotionStatePackTests.cs
Normal file
212
tests/AcDream.Core.Net.Tests/Messages/RawMotionStatePackTests.cs
Normal file
|
|
@ -0,0 +1,212 @@
|
|||
using System.Buffers.Binary;
|
||||
using AcDream.Core.Net.Messages;
|
||||
using AcDream.Core.Net.Packets;
|
||||
using AcDream.Core.Physics;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Net.Tests.Messages;
|
||||
|
||||
/// <summary>
|
||||
/// Golden-byte tests for <see cref="RawMotionStatePacker.Pack"/>, porting
|
||||
/// retail's <c>RawMotionState::Pack</c> (0x0051ed10, decomp lines
|
||||
/// ~293761-294013; bitfield layout <c>acclient.h RawMotionState::PackBitfield</c>,
|
||||
/// line 46474). Confirmed verbatim against the Ghidra decompile-by-address
|
||||
/// bridge (http://127.0.0.1:8081/decompile_function?address=0x0051ed10)
|
||||
/// during this slice (2026-06-30).
|
||||
///
|
||||
/// <para>
|
||||
/// Retail compares every field against its DEFAULT and only sets the
|
||||
/// matching bit (and emits the field) when the live value DIFFERS. This is
|
||||
/// the D1 fix — the old presence-based packer over-sent defaulted fields.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public class RawMotionStatePackTests
|
||||
{
|
||||
private static byte[] Pack(RawMotionState state)
|
||||
{
|
||||
var w = new PacketWriter(64);
|
||||
RawMotionStatePacker.Pack(w, state);
|
||||
return w.ToArray();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Pack_DefaultState_EmitsOnlyZeroFlags()
|
||||
{
|
||||
// Every field equals its retail default -> flags dword is 0,
|
||||
// no conditional fields, no actions. 4 bytes total.
|
||||
var body = Pack(RawMotionState.Default);
|
||||
|
||||
Assert.Equal(new byte[] { 0x00, 0x00, 0x00, 0x00 }, body);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Pack_ShiftWalk_OmitsForwardSpeedAndCurrentHoldKey()
|
||||
{
|
||||
// Shift-walk: current_holdkey stays None (default omitted),
|
||||
// forward_command = WalkForward (0x45000005), forward_holdkey =
|
||||
// None (1) -- DIFFERS from default Invalid(0) so IS sent --
|
||||
// forward_speed stays 1.0 (default, omitted). Rest default.
|
||||
//
|
||||
// Flags expected: ForwardCommand(0x004) | ForwardHoldKey(0x008) = 0x00C.
|
||||
// Body: flags(u32) + forward_command(u32) + forward_holdkey(u32).
|
||||
var state = new RawMotionState
|
||||
{
|
||||
CurrentHoldKey = HoldKey.None, // default -> omitted
|
||||
ForwardCommand = 0x45000005u, // WalkForward -> differs -> set
|
||||
ForwardHoldKey = HoldKey.None, // differs from Invalid -> set
|
||||
ForwardSpeed = 1.0f, // default -> omitted (the D1 fix)
|
||||
};
|
||||
|
||||
var body = Pack(state);
|
||||
|
||||
Assert.Equal(12, body.Length);
|
||||
|
||||
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(0));
|
||||
Assert.Equal(0x0000000Cu, flags);
|
||||
|
||||
uint fwdCommand = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(4));
|
||||
Assert.Equal(0x45000005u, fwdCommand);
|
||||
|
||||
uint fwdHoldKey = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(8));
|
||||
Assert.Equal(1u, fwdHoldKey); // HoldKey.None
|
||||
|
||||
byte[] expected =
|
||||
{
|
||||
0x0C, 0x00, 0x00, 0x00,
|
||||
0x05, 0x00, 0x00, 0x45,
|
||||
0x01, 0x00, 0x00, 0x00,
|
||||
};
|
||||
Assert.Equal(expected, body);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Pack_RunForward_SetsHoldKeyForwardCommandHoldKeyAndSpeed()
|
||||
{
|
||||
// Run-forward: current_holdkey = Run(2) (differs from None -> set),
|
||||
// forward_command = RunForward-ish 0x44000007 (differs -> set),
|
||||
// forward_holdkey = Run(2) (differs from Invalid -> set),
|
||||
// forward_speed = 3.0 (differs from 1.0 -> set).
|
||||
//
|
||||
// Flags expected: CurrentHoldKey(0x001) | ForwardCommand(0x004) |
|
||||
// ForwardHoldKey(0x008) | ForwardSpeed(0x010) = 0x01D.
|
||||
var state = new RawMotionState
|
||||
{
|
||||
CurrentHoldKey = HoldKey.Run,
|
||||
ForwardCommand = 0x44000007u,
|
||||
ForwardHoldKey = HoldKey.Run,
|
||||
ForwardSpeed = 3.0f,
|
||||
};
|
||||
|
||||
var body = Pack(state);
|
||||
|
||||
Assert.Equal(20, body.Length);
|
||||
|
||||
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(0));
|
||||
Assert.Equal(0x0000001Du, flags);
|
||||
|
||||
byte[] expected =
|
||||
{
|
||||
0x1D, 0x00, 0x00, 0x00, // flags
|
||||
0x02, 0x00, 0x00, 0x00, // current_holdkey = Run(2)
|
||||
0x07, 0x00, 0x00, 0x44, // forward_command = 0x44000007
|
||||
0x02, 0x00, 0x00, 0x00, // forward_holdkey = Run(2)
|
||||
0x00, 0x00, 0x40, 0x40, // forward_speed = 3.0f (0x40400000 LE)
|
||||
};
|
||||
Assert.Equal(expected, body);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Pack_NonDefaultCurrentStyle_SetsStyleBitAndEmitsValue()
|
||||
{
|
||||
// current_style differs from 0x8000003D -> bit 0x002 set, value emitted
|
||||
// immediately after the flags dword (bit order: holdkey, style, ...).
|
||||
var state = new RawMotionState
|
||||
{
|
||||
CurrentStyle = 0x80000042u,
|
||||
};
|
||||
|
||||
var body = Pack(state);
|
||||
|
||||
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(0));
|
||||
Assert.Equal(0x002u, flags);
|
||||
|
||||
uint style = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(4));
|
||||
Assert.Equal(0x80000042u, style);
|
||||
|
||||
Assert.Equal(8, body.Length);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Pack_PopulatedActionsList_SetsNumActionsBitsAndEmitsPairs()
|
||||
{
|
||||
// num_actions occupies bits 11-15 (mask 0xF800) of the flags dword.
|
||||
// Two actions -> num_actions = 2 -> bits = 2 << 11 = 0x1000.
|
||||
// Each action emits u16 command then u16 (stamp & 0x7FFF) |
|
||||
// (autonomous ? 0x8000 : 0) (decomp ~293998-294010).
|
||||
var state = new RawMotionState
|
||||
{
|
||||
Actions = new[]
|
||||
{
|
||||
new RawMotionAction(Command: 0x0150, Stamp: 0x0001, Autonomous: false),
|
||||
new RawMotionAction(Command: 0x0163, Stamp: 0x7FFF, Autonomous: true),
|
||||
},
|
||||
};
|
||||
|
||||
var body = Pack(state);
|
||||
|
||||
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(0));
|
||||
Assert.Equal(0x1000u, flags); // num_actions=2 << 11, no continuous-axis bits
|
||||
|
||||
// Body: flags(4) + action0(4) + action1(4) = 12 bytes.
|
||||
Assert.Equal(12, body.Length);
|
||||
|
||||
ushort cmd0 = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(4));
|
||||
ushort stamp0 = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(6));
|
||||
Assert.Equal((ushort)0x0150, cmd0);
|
||||
Assert.Equal((ushort)0x0001, stamp0); // autonomous=false -> 0x8000 bit clear
|
||||
|
||||
ushort cmd1 = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(8));
|
||||
ushort stamp1 = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(10));
|
||||
Assert.Equal((ushort)0x0163, cmd1);
|
||||
Assert.Equal((ushort)0xFFFF, stamp1); // (0x7FFF & 0x7FFF) | 0x8000 = 0xFFFF
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Pack_SidestepAndTurnNonDefault_SetExpectedBitsInOrder()
|
||||
{
|
||||
// sidestep_command(0x020), sidestep_holdkey(0x040), sidestep_speed(0x080),
|
||||
// turn_command(0x100), turn_holdkey(0x200), turn_speed(0x400) all non-default.
|
||||
var state = new RawMotionState
|
||||
{
|
||||
SidestepCommand = 0x44000009u,
|
||||
SidestepHoldKey = HoldKey.Run,
|
||||
SidestepSpeed = 1.248f,
|
||||
TurnCommand = 0x4400000Du,
|
||||
TurnHoldKey = HoldKey.Run,
|
||||
TurnSpeed = 1.5f,
|
||||
};
|
||||
|
||||
var body = Pack(state);
|
||||
|
||||
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(0));
|
||||
Assert.Equal(0x000007E0u, flags); // 0x20|0x40|0x80|0x100|0x200|0x400
|
||||
|
||||
// Body order after flags: sidestep_command, sidestep_holdkey,
|
||||
// sidestep_speed, turn_command, turn_holdkey, turn_speed.
|
||||
uint ssCmd = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(4));
|
||||
uint ssHold = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(8));
|
||||
float ssSpeed = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(12));
|
||||
uint turnCmd = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(16));
|
||||
uint turnHold = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(20));
|
||||
float turnSpeed = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(24));
|
||||
|
||||
Assert.Equal(0x44000009u, ssCmd);
|
||||
Assert.Equal(2u, ssHold);
|
||||
Assert.Equal(1.248f, ssSpeed);
|
||||
Assert.Equal(0x4400000Du, turnCmd);
|
||||
Assert.Equal(2u, turnHold);
|
||||
Assert.Equal(1.5f, turnSpeed);
|
||||
|
||||
Assert.Equal(28, body.Length);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,6 +1,7 @@
|
|||
using System;
|
||||
using System.Buffers.Binary;
|
||||
using AcDream.Core.Net.Messages;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Net.Tests.Messages;
|
||||
|
|
@ -303,6 +304,37 @@ public class UpdateMotionTests
|
|||
Assert.Equal(1.25f, result.Value.MotionState.ForwardSpeed);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ParsesSequenceNumbersAndAutonomyFlag()
|
||||
{
|
||||
// L.2g S1 (DEV-6): the three staleness stamps + autonomy flag must
|
||||
// survive parsing — retail gates every 0xF74C on them
|
||||
// (INSTANCE_TS at dispatch, MOVEMENT_TS + SERVER_CONTROLLED_MOVE_TS
|
||||
// in CPhysics::SetObjectMovement 0x00509690, which also stores
|
||||
// last_move_was_autonomous).
|
||||
var body = new byte[4 + 4 + 2 + 6 + 4 + 4];
|
||||
int p = 0;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xF74Cu); p += 4;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x50001234u); p += 4;
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x0102); p += 2; // instanceSeq
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x0304); p += 2; // movementSeq
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x0506); p += 2; // serverControlSeq
|
||||
body[p++] = 1; // isAutonomous
|
||||
p += 1; // Align(4) pad
|
||||
body[p++] = 0; // movementType = Invalid
|
||||
body[p++] = 0; // motionFlags
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x003D); p += 2; // outer stance
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0u); p += 4; // no IMS flags
|
||||
|
||||
var result = UpdateMotion.TryParse(body);
|
||||
|
||||
Assert.NotNull(result);
|
||||
Assert.Equal((ushort)0x0102, result!.Value.InstanceSequence);
|
||||
Assert.Equal((ushort)0x0304, result.Value.MovementSequence);
|
||||
Assert.Equal((ushort)0x0506, result.Value.ServerControlSequence);
|
||||
Assert.True(result.Value.IsAutonomous);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ParsesMoveToObjectTargetGuidAndOrigin()
|
||||
{
|
||||
|
|
@ -351,4 +383,336 @@ public class UpdateMotionTests
|
|||
Assert.Equal(7f, path.OriginZ);
|
||||
Assert.Equal(1.25f, result.Value.MotionState.MoveToRunRate);
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────
|
||||
// R4-V3 (closes M7): mt 8 (TurnToObject) / mt 9 (TurnToHeading).
|
||||
//
|
||||
// Golden bytes assembled from ACE's own writers (V0-pins.md P6):
|
||||
// MovementDataExtensions.Write (references/ACE/Source/ACE.Server/
|
||||
// Network/Motion/MovementData.cs:184-229) writes the common header
|
||||
// (movementType u8, motionFlags u8, currentStyle u16) then dispatches
|
||||
// on MovementType to:
|
||||
// TurnToObjectExtensions.Write (TurnToObject.cs:25-30):
|
||||
// writer.WriteGuid(Target); // u32
|
||||
// writer.Write(DesiredHeading); // f32 — the STANDALONE
|
||||
// // "wire_heading" field
|
||||
// writer.Write(TurnToParameters); // 3-dword UnPackNet form
|
||||
// TurnToParametersExtensions.Write (TurnToParameters.cs:23-28):
|
||||
// writer.Write((uint)MovementParams); // u32 bitfield
|
||||
// writer.Write(Speed); // f32
|
||||
// writer.Write(DesiredHeading); // f32 — TurnToParameters'
|
||||
// // OWN desired_heading
|
||||
// TurnToHeadingExtensions.Write (TurnToHeading.cs:18-21):
|
||||
// writer.Write(TurnToParameters); // 3-dword UnPackNet form only
|
||||
//
|
||||
// P6's fixture caveat: ACE always populates field2 (TurnToObject.
|
||||
// DesiredHeading) and field5 (TurnToParameters.DesiredHeading) from the
|
||||
// SAME motion.DesiredHeading source, so a byte-faithful ACE capture
|
||||
// would have field2 == field5. To prove the parser distinguishes the
|
||||
// two fields by OFFSET (not by coincidentally-equal value), these
|
||||
// fixtures hand-vary the two headings.
|
||||
// ─────────────────────────────────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void ParsesTurnToObject_GuidWireHeadingAndParams()
|
||||
{
|
||||
// Header (20 bytes) + guid (4) + wireHeading (4) + TurnToParameters (12) = 40.
|
||||
var body = new byte[20 + 4 + 4 + 12];
|
||||
int p = 0;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xF74Cu); p += 4;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x80005678u); p += 4;
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
|
||||
p += 6; // MovementData header padding
|
||||
|
||||
body[p++] = 8; // TurnToObject
|
||||
body[p++] = 0; // motionFlags
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x003D); p += 2;
|
||||
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x80009999u); p += 4; // target guid
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 42.0f); p += 4; // standalone wire_heading (field2)
|
||||
|
||||
const uint flags = 0x1u | 0x2u | 0x200u; // can_walk | can_run | move_towards
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), flags); p += 4; // TurnToParameters.bitfield
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.5f); p += 4; // TurnToParameters.speed
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 199.0f); p += 4; // TurnToParameters.desired_heading (field5) — DELIBERATELY != field2
|
||||
|
||||
var result = UpdateMotion.TryParse(body);
|
||||
|
||||
Assert.NotNull(result);
|
||||
Assert.Equal((byte)8, result!.Value.MotionState.MovementType);
|
||||
Assert.True(result.Value.MotionState.IsServerControlledTurnTo);
|
||||
Assert.False(result.Value.MotionState.IsServerControlledMoveTo);
|
||||
Assert.NotNull(result.Value.MotionState.TurnToPath);
|
||||
|
||||
var path = result.Value.MotionState.TurnToPath!.Value;
|
||||
Assert.Equal(0x80009999u, path.TargetGuid);
|
||||
Assert.Equal(42.0f, path.WireHeading); // field2 — distinguished by OFFSET
|
||||
Assert.Equal(flags, path.Bitfield);
|
||||
Assert.Equal(1.5f, path.Speed);
|
||||
Assert.Equal(199.0f, path.DesiredHeading); // field5 — distinct from field2
|
||||
|
||||
// The consumer feeds this straight into FromWireTurnTo (App-layer,
|
||||
// out of scope here) — verify the fixture is round-trippable.
|
||||
var mp = MovementParameters.FromWireTurnTo(path.Bitfield, path.Speed, path.DesiredHeading);
|
||||
Assert.True(mp.CanRun);
|
||||
Assert.Equal(1.5f, mp.Speed);
|
||||
Assert.Equal(199.0f, mp.DesiredHeading);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ParsesTurnToObject_UnresolvableFallback_BothHeadingsSurvivedDistinctly()
|
||||
{
|
||||
// Retail's degrade-to-TurnToHeading fallback (decomp §2f case 8) only
|
||||
// fires when GetObjectA(object_id) == 0 — a runtime/consumer-side
|
||||
// resolution the wire parser has no visibility into. The parser's
|
||||
// job is just to expose BOTH heading fields so the (future) V4/V5
|
||||
// consumer can implement: "if unresolvable, params.DesiredHeading =
|
||||
// wireHeading, then degrade to TurnToHeading". Confirm both survive
|
||||
// even when they'd trigger the fallback (i.e. even when they differ).
|
||||
var body = new byte[20 + 4 + 4 + 12];
|
||||
int p = 0;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xF74Cu); p += 4;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x8000AAAAu); p += 4;
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
|
||||
p += 6;
|
||||
|
||||
body[p++] = 8;
|
||||
body[p++] = 0;
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
|
||||
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xDEADBEEFu); p += 4; // unresolvable guid
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 270.0f); p += 4; // wire_heading — the fallback source
|
||||
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x1u); p += 4;
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.0f); p += 4;
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 0.0f); p += 4; // params.desired_heading (would be overwritten by wire_heading on fallback)
|
||||
|
||||
var result = UpdateMotion.TryParse(body);
|
||||
|
||||
Assert.NotNull(result);
|
||||
var path = result!.Value.MotionState.TurnToPath!.Value;
|
||||
Assert.Equal(0xDEADBEEFu, path.TargetGuid);
|
||||
Assert.Equal(270.0f, path.WireHeading);
|
||||
Assert.Equal(0.0f, path.DesiredHeading);
|
||||
Assert.NotEqual(path.WireHeading, path.DesiredHeading);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ParsesTurnToHeading_ThreeDwordFormOnly_NoGuidOrWireHeading()
|
||||
{
|
||||
// Header (20 bytes) + TurnToParameters (12) = 32. No guid, no
|
||||
// standalone heading field — TurnToHeadingExtensions.Write emits
|
||||
// ONLY the 3-dword UnPackNet form (TurnToHeading.cs:18-21).
|
||||
var body = new byte[20 + 12];
|
||||
int p = 0;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xF74Cu); p += 4;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x8000BBBBu); p += 4;
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
|
||||
p += 6;
|
||||
|
||||
body[p++] = 9; // TurnToHeading
|
||||
body[p++] = 0;
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x003D); p += 2;
|
||||
|
||||
const uint flags = 0x2u | 0x800u; // can_run | set_hold_key
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), flags); p += 4;
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 2.0f); p += 4; // speed
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 315.0f); p += 4; // desired_heading
|
||||
|
||||
var result = UpdateMotion.TryParse(body);
|
||||
|
||||
Assert.NotNull(result);
|
||||
Assert.Equal((byte)9, result!.Value.MotionState.MovementType);
|
||||
Assert.True(result.Value.MotionState.IsServerControlledTurnTo);
|
||||
Assert.NotNull(result.Value.MotionState.TurnToPath);
|
||||
|
||||
var path = result.Value.MotionState.TurnToPath!.Value;
|
||||
Assert.Null(path.TargetGuid);
|
||||
Assert.Null(path.WireHeading);
|
||||
Assert.Equal(flags, path.Bitfield);
|
||||
Assert.Equal(2.0f, path.Speed);
|
||||
Assert.Equal(315.0f, path.DesiredHeading);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(0u)] // no flags
|
||||
[InlineData(0x1u | 0x2u)] // can_walk | can_run
|
||||
[InlineData(0x10u)] // can_charge (fast-path bit)
|
||||
[InlineData(0x3FFFFu)] // every A4 bit through 0x20000
|
||||
public void ParsesTurnToHeading_FlagPermutations_BitfieldRoundTrips(uint bitfield)
|
||||
{
|
||||
var body = new byte[20 + 12];
|
||||
int p = 0;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xF74Cu); p += 4;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x80001111u); p += 4;
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
|
||||
p += 6;
|
||||
|
||||
body[p++] = 9;
|
||||
body[p++] = 0;
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
|
||||
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), bitfield); p += 4;
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.0f); p += 4;
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 0.0f); p += 4;
|
||||
|
||||
var result = UpdateMotion.TryParse(body);
|
||||
|
||||
Assert.NotNull(result);
|
||||
Assert.Equal(bitfield, result!.Value.MotionState.TurnToPath!.Value.Bitfield);
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────
|
||||
// R4-V3 deliverable B: mt 6/7 widened exposure. MoveToPathData already
|
||||
// carries every UnPackNet field (V0/V1 shipped that); this proves the
|
||||
// fixture round-trips end-to-end through MovementParameters.FromWire —
|
||||
// i.e. that ALL seven UnPackNet fields (not just the three ad-hoc bool
|
||||
// properties MoveToCanRun/MoveTowards/CanCharge) reach a consumer.
|
||||
// ─────────────────────────────────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void MoveToPositionPath_FeedsFromWire_AllSevenFieldsSurvive()
|
||||
{
|
||||
var body = new byte[20 + 16 + 28 + 4];
|
||||
int p = 0;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xF74Cu); p += 4;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x80002222u); p += 4;
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
|
||||
p += 6;
|
||||
|
||||
body[p++] = 7; // MoveToPosition
|
||||
body[p++] = 0;
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x003D); p += 2;
|
||||
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xA8B4000Eu); p += 4;
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 11f); p += 4;
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 22f); p += 4;
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 33f); p += 4;
|
||||
|
||||
const uint flags = 0x1u | 0x2u | 0x4u | 0x8u | 0x10u | 0x200u | 0x400u; // incl. can_charge + use_spheres
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), flags); p += 4;
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 0.6f); p += 4;
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 0.1f); p += 4;
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 50.0f); p += 4;
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.25f); p += 4;
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 15.0f); p += 4;
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 123.0f); p += 4;
|
||||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 2.75f); p += 4; // runRate
|
||||
|
||||
var result = UpdateMotion.TryParse(body);
|
||||
Assert.NotNull(result);
|
||||
var path = result!.Value.MotionState.MoveToPath!.Value;
|
||||
|
||||
var mp = MovementParameters.FromWire(
|
||||
flags,
|
||||
path.DistanceToObject,
|
||||
path.MinDistance,
|
||||
path.FailDistance,
|
||||
result.Value.MotionState.MoveToSpeed!.Value,
|
||||
path.WalkRunThreshold,
|
||||
path.DesiredHeading);
|
||||
|
||||
Assert.True(mp.CanWalk);
|
||||
Assert.True(mp.CanRun);
|
||||
Assert.True(mp.CanSidestep);
|
||||
Assert.True(mp.CanWalkBackwards);
|
||||
Assert.True(mp.CanCharge);
|
||||
Assert.True(mp.MoveTowards);
|
||||
Assert.True(mp.UseSpheres);
|
||||
Assert.Equal(0.6f, mp.DistanceToObject);
|
||||
Assert.Equal(0.1f, mp.MinDistance);
|
||||
Assert.Equal(50.0f, mp.FailDistance);
|
||||
Assert.Equal(1.25f, mp.Speed);
|
||||
Assert.Equal(15.0f, mp.WalkRunThreshhold);
|
||||
Assert.Equal(123.0f, mp.DesiredHeading);
|
||||
Assert.Equal(2.75f, result.Value.MotionState.MoveToRunRate);
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────
|
||||
// R4-V3 deliverable C: the 0xF74C motionFlags sticky-guid trailer
|
||||
// (mt=0/Invalid only — ACE MovementInvalid.Write gates the trailing
|
||||
// guid on MotionFlags.StickToObject 0x1; decomp §2f case 0
|
||||
// @0052455d). Cursor-honesty test: bytes AFTER the trailer must still
|
||||
// parse correctly (i.e. the trailer's 4 bytes were actually consumed,
|
||||
// not left dangling / double-read).
|
||||
// ─────────────────────────────────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void ParsesStickyGuidTrailer_WhenMotionFlagsBitSet()
|
||||
{
|
||||
// motionFlags byte1&0x1 (StickToObject) set; InterpretedMotionState
|
||||
// flags = 0 (no fields), so the sticky guid dword immediately
|
||||
// follows the packed flags dword.
|
||||
var body = new byte[4 + 4 + 2 + 6 + 4 + 4 + 4];
|
||||
int p = 0;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xF74Cu); p += 4;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x80003333u); p += 4;
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
|
||||
p += 6;
|
||||
|
||||
body[p++] = 0; // movementType = Invalid
|
||||
body[p++] = 0x1; // motionFlags = StickToObject
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x003D); p += 2;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0u); p += 4; // no IMS flags
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x80004444u); p += 4; // sticky object guid
|
||||
|
||||
var result = UpdateMotion.TryParse(body);
|
||||
|
||||
Assert.NotNull(result);
|
||||
Assert.Equal(0x80004444u, result!.Value.MotionState.StickyObjectGuid);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SkipsStickyGuidTrailer_WhenMotionFlagsBitClear()
|
||||
{
|
||||
var body = new byte[4 + 4 + 2 + 6 + 4 + 4];
|
||||
int p = 0;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xF74Cu); p += 4;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x80005555u); p += 4;
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
|
||||
p += 6;
|
||||
|
||||
body[p++] = 0; // movementType = Invalid
|
||||
body[p++] = 0; // motionFlags = none
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x003D); p += 2;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0u); p += 4; // no IMS flags
|
||||
|
||||
var result = UpdateMotion.TryParse(body);
|
||||
|
||||
Assert.NotNull(result);
|
||||
Assert.Null(result!.Value.MotionState.StickyObjectGuid);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ParsesStickyGuidTrailer_CursorHonesty_BytesAfterTrailerStillParseCorrectly()
|
||||
{
|
||||
// Sticky trailer with the ForwardCommand flag ALSO set, so there are
|
||||
// bytes both BEFORE (forwardCommand u16) and the sticky dword AFTER
|
||||
// the flags dword — the trailer must be read at the right offset
|
||||
// (after ForwardCommand + its own 2-byte read), not glued onto the
|
||||
// packed-flags dword itself. Cross-checks against ACE's actual field
|
||||
// order: MovementInvalid.Write emits `State` (the whole
|
||||
// InterpretedMotionState, incl. Commands list) THEN the sticky guid
|
||||
// — decomp confirms the same order (UnPack first, sticky guid read
|
||||
// after, r4-moveto-decomp.md:274-275).
|
||||
var body = new byte[4 + 4 + 2 + 6 + 4 + 4 + 2 + 4];
|
||||
int p = 0;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xF74Cu); p += 4;
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x80006666u); p += 4;
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
|
||||
p += 6;
|
||||
|
||||
body[p++] = 0; // movementType = Invalid
|
||||
body[p++] = 0x1; // motionFlags = StickToObject
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2; // outer stance
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x2u); p += 4; // IMS flags = ForwardCommand only
|
||||
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x0007); p += 2; // ForwardCommand = RunForward
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x80007777u); p += 4; // sticky object guid — AFTER ForwardCommand
|
||||
|
||||
var result = UpdateMotion.TryParse(body);
|
||||
|
||||
Assert.NotNull(result);
|
||||
Assert.Equal((ushort)0x0007, result!.Value.MotionState.ForwardCommand);
|
||||
Assert.Equal(0x80007777u, result.Value.MotionState.StickyObjectGuid);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -9,12 +9,12 @@ public sealed class CombatAnimationPlannerTests
|
|||
[Theory]
|
||||
[InlineData(0x10000058u, CombatAnimationKind.MeleeSwing)] // ThrustMed
|
||||
[InlineData(0x1000005Bu, CombatAnimationKind.MeleeSwing)] // SlashHigh
|
||||
[InlineData(0x1000017Du, CombatAnimationKind.MeleeSwing)] // OffhandDoubleThrustMed
|
||||
[InlineData(0x1000018Eu, CombatAnimationKind.MeleeSwing)] // PunchFastLow
|
||||
[InlineData(0x1000017Du, CombatAnimationKind.MeleeSwing)] // OffhandTripleSlashMed (DRW)
|
||||
[InlineData(0x1000018Eu, CombatAnimationKind.CreatureAttack)] // AttackLow6 (DRW) — was mislabelled PunchFastLow under 2013 numbering
|
||||
[InlineData(0x10000061u, CombatAnimationKind.MissileAttack)] // Shoot
|
||||
[InlineData(0x100000D4u, CombatAnimationKind.MissileAttack)] // Reload
|
||||
[InlineData(0x40000016u, CombatAnimationKind.MissileAttack)] // Reload (DRW SubState) — was the dead 2013 value 0x100000D4
|
||||
[InlineData(0x10000062u, CombatAnimationKind.CreatureAttack)] // AttackHigh1
|
||||
[InlineData(0x1000018Bu, CombatAnimationKind.CreatureAttack)] // AttackLow6
|
||||
[InlineData(0x1000018Bu, CombatAnimationKind.CreatureAttack)] // AttackLow5 (DRW)
|
||||
[InlineData(0x400000D3u, CombatAnimationKind.SpellCast)] // CastSpell
|
||||
[InlineData(0x400000E0u, CombatAnimationKind.SpellCast)] // UseMagicStaff
|
||||
[InlineData(0x10000051u, CombatAnimationKind.HitReaction)] // Twitch1
|
||||
|
|
@ -30,11 +30,16 @@ public sealed class CombatAnimationPlannerTests
|
|||
Assert.Equal(expected, CombatAnimationPlanner.ClassifyMotionCommand(command));
|
||||
}
|
||||
|
||||
// These pin the RESOLVER (wire u16 -> full 32-bit) against the DRW enum,
|
||||
// independent of the planner. wire 0x0170 is IssueSlashCommand = 0x09000170
|
||||
// (class 0x09, UI command) — there is no Action-class (0x10) entry at that
|
||||
// wire; the real OffhandSlashHigh is 0x10000173 (the 2013 decomp numbers it
|
||||
// 0x10000170, +3 low). See docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md.
|
||||
[Theory]
|
||||
[InlineData(0x0170, 0x10000170u)] // OffhandSlashHigh
|
||||
[InlineData(0x017D, 0x1000017Du)] // OffhandDoubleThrustMed
|
||||
[InlineData(0x018B, 0x1000018Bu)] // AttackLow6
|
||||
[InlineData(0x018E, 0x1000018Eu)] // PunchFastLow
|
||||
[InlineData(0x0170, 0x09000170u)] // IssueSlashCommand (UI class), NOT OffhandSlashHigh
|
||||
[InlineData(0x017D, 0x1000017Du)] // OffhandTripleSlashMed
|
||||
[InlineData(0x018B, 0x1000018Bu)] // AttackLow5
|
||||
[InlineData(0x018E, 0x1000018Eu)] // AttackLow6
|
||||
public void MotionCommandResolver_UsesNamedRetailLateCombatCommands(
|
||||
ushort wireCommand,
|
||||
uint expectedFullCommand)
|
||||
|
|
@ -42,6 +47,50 @@ public sealed class CombatAnimationPlannerTests
|
|||
Assert.Equal(expectedFullCommand, MotionCommandResolver.ReconstructFullCommand(wireCommand));
|
||||
}
|
||||
|
||||
// #159 parity: the full wire -> resolve -> classify pipeline for the
|
||||
// late-combat block, which ACE/DRW numbers +3 above the 2013 decomp.
|
||||
// CombatAnimationMotionCommands is now derived directly from
|
||||
// DatReaderWriter.Enums.MotionCommand, so these ACE wire values must both
|
||||
// reconstruct to their DRW full value AND classify into the right kind.
|
||||
// (Expected full/kind pairs cross-checked against the DRW MotionCommand
|
||||
// enum, Chorizite.DatReaderWriter 2.1.7.)
|
||||
[Theory]
|
||||
[InlineData((ushort)0x0173, 0x10000173u, CombatAnimationKind.MeleeSwing)] // OffhandSlashHigh
|
||||
[InlineData((ushort)0x0175, 0x10000175u, CombatAnimationKind.MeleeSwing)] // OffhandSlashLow
|
||||
[InlineData((ushort)0x0176, 0x10000176u, CombatAnimationKind.MeleeSwing)] // OffhandThrustHigh
|
||||
[InlineData((ushort)0x017E, 0x1000017Eu, CombatAnimationKind.MeleeSwing)] // OffhandTripleSlashHigh
|
||||
[InlineData((ushort)0x0182, 0x10000182u, CombatAnimationKind.MeleeSwing)] // OffhandTripleThrustLow
|
||||
[InlineData((ushort)0x0185, 0x10000185u, CombatAnimationKind.MeleeSwing)] // OffhandKick
|
||||
[InlineData((ushort)0x0186, 0x10000186u, CombatAnimationKind.CreatureAttack)] // AttackHigh4
|
||||
[InlineData((ushort)0x0188, 0x10000188u, CombatAnimationKind.CreatureAttack)] // AttackLow4
|
||||
[InlineData((ushort)0x018C, 0x1000018Cu, CombatAnimationKind.CreatureAttack)] // AttackHigh6
|
||||
[InlineData((ushort)0x018E, 0x1000018Eu, CombatAnimationKind.CreatureAttack)] // AttackLow6
|
||||
[InlineData((ushort)0x018F, 0x1000018Fu, CombatAnimationKind.MeleeSwing)] // PunchFastHigh
|
||||
[InlineData((ushort)0x0191, 0x10000191u, CombatAnimationKind.MeleeSwing)] // PunchFastLow
|
||||
[InlineData((ushort)0x0197, 0x10000197u, CombatAnimationKind.MeleeSwing)] // OffhandPunchFastLow
|
||||
[InlineData((ushort)0x019A, 0x1000019Au, CombatAnimationKind.MeleeSwing)] // OffhandPunchSlowLow
|
||||
public void PlanFromWireCommand_LateCombatBlock_UsesAceDrwNumbering(
|
||||
ushort wireCommand,
|
||||
uint expectedFullCommand,
|
||||
CombatAnimationKind expectedKind)
|
||||
{
|
||||
var plan = CombatAnimationPlanner.PlanFromWireCommand(wireCommand);
|
||||
Assert.Equal(expectedFullCommand, plan.MotionCommand);
|
||||
Assert.Equal(expectedKind, plan.Kind);
|
||||
}
|
||||
|
||||
// #159: Reload is the DRW SubState 0x40000016 (wire 0x0016), not the dead
|
||||
// 2013 value 0x100000D4 the planner used to hold (absent from DRW entirely).
|
||||
[Fact]
|
||||
public void PlanFromWireCommand_Reload_UsesDrwSubStateValue()
|
||||
{
|
||||
var plan = CombatAnimationPlanner.PlanFromWireCommand(0x0016);
|
||||
|
||||
Assert.Equal(0x40000016u, plan.MotionCommand);
|
||||
Assert.Equal(CombatAnimationKind.MissileAttack, plan.Kind);
|
||||
Assert.Equal(AnimationCommandRouteKind.SubState, plan.RouteKind);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PlanFromWireCommand_Swing_IsActionOverlay()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -16,9 +16,11 @@ namespace AcDream.Core.Tests.Conformance;
|
|||
/// invisible)` at startup (t5-gate-launch.log:33-34); the old tower shows
|
||||
/// missing stair parts (visible in retail — user axiom). UploadGfxObjMeshData
|
||||
/// returns null only when the PREPARE phase produced ZERO vertices
|
||||
/// (ObjectMeshManager.cs:1780), so the upload is innocent — some extraction
|
||||
/// (ObjectMeshManager.UploadGfxObjMeshData's empty-vertices guard), so the
|
||||
/// upload is innocent — some extraction
|
||||
/// gate dropped every polygon. This dump prints the raw dat facts per polygon
|
||||
/// and replicates PrepareGfxObjMeshData's gates (ObjectMeshManager.cs:1040-1058)
|
||||
/// and replicates MeshExtractor.PrepareGfxObjMeshData's gates (moved from
|
||||
/// ObjectMeshManager in MP1a)
|
||||
/// so the zeroing gate reads directly off the output.
|
||||
/// </summary>
|
||||
public sealed class Issue119UpNullGfxObjDumpTests
|
||||
|
|
|
|||
|
|
@ -16,8 +16,8 @@ namespace AcDream.Core.Tests.Conformance;
|
|||
/// (0x2) and BASE1_CLIPMAP (0x4) are skipped (D3DPolyRender inner draw,
|
||||
/// Ghidra 0x0059d4a0; default on @0x00820e30). acdream suppresses them at
|
||||
/// BUILD time via Stippling.NoPos in all four extraction paths
|
||||
/// (ObjectMeshManager.PrepareGfxObjMeshData:1046 + PrepareCellStructMeshData
|
||||
/// :1394, CellMesh.Build:44, GfxObjMesh.Build:71).
|
||||
/// (MeshExtractor.PrepareGfxObjMeshData + PrepareCellStructMeshData
|
||||
/// [moved from ObjectMeshManager in MP1a], CellMesh.Build:44, GfxObjMesh.Build:71).
|
||||
///
|
||||
/// These criteria are equivalent ONLY if NoPos ⇔ untextured-surface holds on
|
||||
/// the content. This sweep pins both directions across the populated
|
||||
|
|
|
|||
|
|
@ -0,0 +1,221 @@
|
|||
{
|
||||
"GfxObjId": 16779973,
|
||||
"BoundingSphereOrigin": {
|
||||
"X": -0.0486506,
|
||||
"Y": -0.0466059,
|
||||
"Z": 0.244318
|
||||
},
|
||||
"BoundingSphereRadius": 1.05416,
|
||||
"ResolvedPolygons": [
|
||||
{
|
||||
"Id": 0,
|
||||
"NumPoints": 4,
|
||||
"SidesType": 0,
|
||||
"Plane": {
|
||||
"Normal": {
|
||||
"X": 0,
|
||||
"Y": -1,
|
||||
"Z": 0
|
||||
},
|
||||
"D": -0.75
|
||||
},
|
||||
"Vertices": [
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": -0.75,
|
||||
"Z": 0.6
|
||||
},
|
||||
{
|
||||
"X": -0.25,
|
||||
"Y": -0.75,
|
||||
"Z": 0.2
|
||||
},
|
||||
{
|
||||
"X": -0.25,
|
||||
"Y": -0.75,
|
||||
"Z": -0.4
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": -0.75,
|
||||
"Z": 2.38419E-08
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"Id": 1,
|
||||
"NumPoints": 4,
|
||||
"SidesType": 0,
|
||||
"Plane": {
|
||||
"Normal": {
|
||||
"X": -1,
|
||||
"Y": 0,
|
||||
"Z": 0
|
||||
},
|
||||
"D": -0.25
|
||||
},
|
||||
"Vertices": [
|
||||
{
|
||||
"X": -0.25,
|
||||
"Y": -0.75,
|
||||
"Z": 0.2
|
||||
},
|
||||
{
|
||||
"X": -0.25,
|
||||
"Y": 0.75,
|
||||
"Z": 0.2
|
||||
},
|
||||
{
|
||||
"X": -0.25,
|
||||
"Y": 0.75,
|
||||
"Z": -0.4
|
||||
},
|
||||
{
|
||||
"X": -0.25,
|
||||
"Y": -0.75,
|
||||
"Z": -0.4
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"Id": 2,
|
||||
"NumPoints": 4,
|
||||
"SidesType": 0,
|
||||
"Plane": {
|
||||
"Normal": {
|
||||
"X": 0,
|
||||
"Y": 1,
|
||||
"Z": 0
|
||||
},
|
||||
"D": -0.75
|
||||
},
|
||||
"Vertices": [
|
||||
{
|
||||
"X": -0.25,
|
||||
"Y": 0.75,
|
||||
"Z": 0.2
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": 0.75,
|
||||
"Z": 0.6
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": 0.75,
|
||||
"Z": 2.38419E-08
|
||||
},
|
||||
{
|
||||
"X": -0.25,
|
||||
"Y": 0.75,
|
||||
"Z": -0.4
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"Id": 3,
|
||||
"NumPoints": 4,
|
||||
"SidesType": 0,
|
||||
"Plane": {
|
||||
"Normal": {
|
||||
"X": 1,
|
||||
"Y": 0,
|
||||
"Z": 0
|
||||
},
|
||||
"D": -0.25
|
||||
},
|
||||
"Vertices": [
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": 0.75,
|
||||
"Z": 0.6
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": -0.75,
|
||||
"Z": 0.6
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": -0.75,
|
||||
"Z": 2.38419E-08
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": 0.75,
|
||||
"Z": 2.38419E-08
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"Id": 4,
|
||||
"NumPoints": 4,
|
||||
"SidesType": 0,
|
||||
"Plane": {
|
||||
"Normal": {
|
||||
"X": -0.62469506,
|
||||
"Y": 0,
|
||||
"Z": 0.78086877
|
||||
},
|
||||
"D": -0.31234753
|
||||
},
|
||||
"Vertices": [
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": -0.75,
|
||||
"Z": 0.6
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": 0.75,
|
||||
"Z": 0.6
|
||||
},
|
||||
{
|
||||
"X": -0.25,
|
||||
"Y": 0.75,
|
||||
"Z": 0.2
|
||||
},
|
||||
{
|
||||
"X": -0.25,
|
||||
"Y": -0.75,
|
||||
"Z": 0.2
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"Id": 5,
|
||||
"NumPoints": 4,
|
||||
"SidesType": 0,
|
||||
"Plane": {
|
||||
"Normal": {
|
||||
"X": 0.62469506,
|
||||
"Y": 0,
|
||||
"Z": -0.78086877
|
||||
},
|
||||
"D": -0.15617374
|
||||
},
|
||||
"Vertices": [
|
||||
{
|
||||
"X": -0.25,
|
||||
"Y": 0.75,
|
||||
"Z": -0.4
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": 0.75,
|
||||
"Z": 2.38419E-08
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": -0.75,
|
||||
"Z": 2.38419E-08
|
||||
},
|
||||
{
|
||||
"X": -0.25,
|
||||
"Y": -0.75,
|
||||
"Z": -0.4
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
|
|
@ -0,0 +1,226 @@
|
|||
{
|
||||
"GfxObjId": 16779978,
|
||||
"BoundingSphereOrigin": {
|
||||
"X": -0.125,
|
||||
"Y": 0,
|
||||
"Z": 0.3
|
||||
},
|
||||
"BoundingSphereRadius": 0.900576,
|
||||
"ResolvedPolygons": [
|
||||
{
|
||||
"Id": 0,
|
||||
"NumPoints": 3,
|
||||
"SidesType": 0,
|
||||
"Plane": {
|
||||
"Normal": {
|
||||
"X": 0,
|
||||
"Y": -1,
|
||||
"Z": 0
|
||||
},
|
||||
"D": -0.75
|
||||
},
|
||||
"Vertices": [
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": -0.75,
|
||||
"Z": 0.6
|
||||
},
|
||||
{
|
||||
"X": -0.5,
|
||||
"Y": -0.75,
|
||||
"Z": 1.78814E-08
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": -0.75,
|
||||
"Z": 2.38419E-08
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"Id": 1,
|
||||
"NumPoints": 3,
|
||||
"SidesType": 0,
|
||||
"Plane": {
|
||||
"Normal": {
|
||||
"X": 0,
|
||||
"Y": 1,
|
||||
"Z": 0
|
||||
},
|
||||
"D": -0.75
|
||||
},
|
||||
"Vertices": [
|
||||
{
|
||||
"X": -0.5,
|
||||
"Y": 0.75,
|
||||
"Z": 1.78814E-08
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": 0.75,
|
||||
"Z": 0.6
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": 0.75,
|
||||
"Z": 2.38419E-08
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"Id": 2,
|
||||
"NumPoints": 3,
|
||||
"SidesType": 0,
|
||||
"Plane": {
|
||||
"Normal": {
|
||||
"X": 1,
|
||||
"Y": 0,
|
||||
"Z": 0
|
||||
},
|
||||
"D": -0.25
|
||||
},
|
||||
"Vertices": [
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": 0.75,
|
||||
"Z": 0.6
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": -0.75,
|
||||
"Z": 0.6
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": -0.75,
|
||||
"Z": 2.38419E-08
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"Id": 3,
|
||||
"NumPoints": 4,
|
||||
"SidesType": 0,
|
||||
"Plane": {
|
||||
"Normal": {
|
||||
"X": -0.62469506,
|
||||
"Y": 0,
|
||||
"Z": 0.7808688
|
||||
},
|
||||
"D": -0.31234753
|
||||
},
|
||||
"Vertices": [
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": -0.75,
|
||||
"Z": 0.6
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": 0.75,
|
||||
"Z": 0.6
|
||||
},
|
||||
{
|
||||
"X": -0.5,
|
||||
"Y": 0.75,
|
||||
"Z": 1.78814E-08
|
||||
},
|
||||
{
|
||||
"X": -0.5,
|
||||
"Y": -0.75,
|
||||
"Z": 1.78814E-08
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"Id": 4,
|
||||
"NumPoints": 3,
|
||||
"SidesType": 0,
|
||||
"Plane": {
|
||||
"Normal": {
|
||||
"X": 7.947333E-09,
|
||||
"Y": 0,
|
||||
"Z": -1
|
||||
},
|
||||
"D": 2.1855065E-08
|
||||
},
|
||||
"Vertices": [
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": -0.75,
|
||||
"Z": 2.38419E-08
|
||||
},
|
||||
{
|
||||
"X": -0.5,
|
||||
"Y": -0.75,
|
||||
"Z": 1.78814E-08
|
||||
},
|
||||
{
|
||||
"X": -0.5,
|
||||
"Y": 0.75,
|
||||
"Z": 1.78814E-08
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"Id": 5,
|
||||
"NumPoints": 3,
|
||||
"SidesType": 0,
|
||||
"Plane": {
|
||||
"Normal": {
|
||||
"X": 1,
|
||||
"Y": 0,
|
||||
"Z": 0
|
||||
},
|
||||
"D": -0.25
|
||||
},
|
||||
"Vertices": [
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": -0.75,
|
||||
"Z": 2.38419E-08
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": 0.75,
|
||||
"Z": 2.38419E-08
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": 0.75,
|
||||
"Z": 0.6
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"Id": 6,
|
||||
"NumPoints": 3,
|
||||
"SidesType": 0,
|
||||
"Plane": {
|
||||
"Normal": {
|
||||
"X": 7.947333E-09,
|
||||
"Y": 0,
|
||||
"Z": -1
|
||||
},
|
||||
"D": 2.1855065E-08
|
||||
},
|
||||
"Vertices": [
|
||||
{
|
||||
"X": -0.5,
|
||||
"Y": 0.75,
|
||||
"Z": 1.78814E-08
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": 0.75,
|
||||
"Z": 2.38419E-08
|
||||
},
|
||||
{
|
||||
"X": 0.25,
|
||||
"Y": -0.75,
|
||||
"Z": 2.38419E-08
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
2953
tests/AcDream.Core.Tests/Fixtures/l2g-observer-trace.log
Normal file
2953
tests/AcDream.Core.Tests/Fixtures/l2g-observer-trace.log
Normal file
File diff suppressed because it is too large
Load diff
386
tests/AcDream.Core.Tests/Input/PlayerMoveToCutoverTests.cs
Normal file
386
tests/AcDream.Core.Tests/Input/PlayerMoveToCutoverTests.cs
Normal file
|
|
@ -0,0 +1,386 @@
|
|||
using System;
|
||||
using System.Numerics;
|
||||
using AcDream.App.Input;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
using DRWMotionCommand = DatReaderWriter.Enums.MotionCommand;
|
||||
using Position = AcDream.Core.Physics.Position;
|
||||
|
||||
namespace AcDream.Core.Tests.Input;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V5 — local-player MoveTo cutover: a <see cref="MoveToManager"/> bound
|
||||
/// to the controller exactly the way <c>GameWindow.EnterPlayerModeNow</c>
|
||||
/// binds it (Yaw-authoritative heading seams via the P5 bridge, Contact
|
||||
/// transient bit, SimTimeSeconds clock) drives the player's body through
|
||||
/// <see cref="PlayerMovementController.Update"/> with NO user input — the
|
||||
/// manager's <c>_DoMotion</c> dispatches land in InterpretedState and the
|
||||
/// controller's per-frame sections turn them into Yaw rotation + body
|
||||
/// velocity. Also pins the TS-36 retirement: any input edge (movement key,
|
||||
/// jump) cancels the moveto through the retail
|
||||
/// InterruptCurrentMovement → CancelMoveTo chain, and a cancel never fires
|
||||
/// the MoveToComplete completion seam (AD-27's deferred-Use contract).
|
||||
/// </summary>
|
||||
public class PlayerMoveToCutoverTests
|
||||
{
|
||||
private const uint NC = 0x8000003Du;
|
||||
private const uint Ready = 0x41000003u;
|
||||
private const uint Walk = 0x45000005u;
|
||||
private const uint Run = 0x44000007u;
|
||||
private const uint TurnRight = 0x6500000Du;
|
||||
|
||||
private sealed class Loader : IAnimationLoader
|
||||
{
|
||||
private readonly System.Collections.Generic.Dictionary<uint, Animation> _anims = new();
|
||||
public void Register(uint id, Animation anim) => _anims[id] = anim;
|
||||
public Animation? LoadAnimation(uint id) => _anims.TryGetValue(id, out var a) ? a : null;
|
||||
}
|
||||
|
||||
private static Animation MakeAnim(int frames)
|
||||
{
|
||||
var anim = new Animation();
|
||||
for (int f = 0; f < frames; f++)
|
||||
{
|
||||
var pf = new AnimationFrame(1);
|
||||
pf.Frames.Add(new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity });
|
||||
anim.PartFrames.Add(pf);
|
||||
}
|
||||
return anim;
|
||||
}
|
||||
|
||||
private static MotionData MakeMd(uint animId)
|
||||
{
|
||||
var md = new MotionData();
|
||||
QualifiedDataId<Animation> qid = animId;
|
||||
md.Anims.Add(new AnimData { AnimId = qid, LowFrame = 0, HighFrame = -1, Framerate = 30f });
|
||||
return md;
|
||||
}
|
||||
|
||||
private static AnimationSequencer MakeSequencer()
|
||||
{
|
||||
var setup = new Setup();
|
||||
setup.Parts.Add(0x01000000u);
|
||||
setup.DefaultScale.Add(Vector3.One);
|
||||
|
||||
var loader = new Loader();
|
||||
loader.Register(0x300u, MakeAnim(4));
|
||||
loader.Register(0x301u, MakeAnim(6));
|
||||
loader.Register(0x302u, MakeAnim(6));
|
||||
loader.Register(0x303u, MakeAnim(6));
|
||||
|
||||
var mt = new MotionTable { DefaultStyle = (DRWMotionCommand)NC };
|
||||
mt.StyleDefaults[(DRWMotionCommand)NC] = (DRWMotionCommand)Ready;
|
||||
mt.Cycles[(int)((NC << 16) | (Ready & 0xFFFFFFu))] = MakeMd(0x300u);
|
||||
mt.Cycles[(int)((NC << 16) | (Walk & 0xFFFFFFu))] = MakeMd(0x301u);
|
||||
mt.Cycles[(int)((NC << 16) | (Run & 0xFFFFFFu))] = MakeMd(0x302u);
|
||||
// The MoveToManager's aux-turn steering / TurnToHeading nodes
|
||||
// dispatch TurnRight (adjust_motion normalizes TurnLeft into it) —
|
||||
// without a table cycle the real sink's false return becomes a
|
||||
// _DoMotion error and the manager cancels the moveto (retail
|
||||
// dispatch-failure semantics), so the fixture needs one.
|
||||
mt.Cycles[(int)((NC << 16) | (TurnRight & 0xFFFFFFu))] = MakeMd(0x303u);
|
||||
return new AnimationSequencer(setup, mt, loader);
|
||||
}
|
||||
|
||||
private static PhysicsEngine MakeFlatEngine()
|
||||
{
|
||||
var engine = new PhysicsEngine();
|
||||
var heights = new byte[81];
|
||||
Array.Fill(heights, (byte)50);
|
||||
var heightTable = new float[256];
|
||||
for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
|
||||
var terrain = new TerrainSurface(heights, heightTable);
|
||||
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
|
||||
Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
|
||||
return engine;
|
||||
}
|
||||
|
||||
private sealed class Rig
|
||||
{
|
||||
public required PlayerMovementController Controller;
|
||||
public required MoveToManager MoveTo;
|
||||
public int MoveToCompleteCount;
|
||||
public WeenieError LastCompleteError;
|
||||
}
|
||||
|
||||
/// <summary>The EnterPlayerModeNow bind set, verbatim shape: real sink,
|
||||
/// Yaw-authoritative heading seams (P5 bridge), Contact bit, false
|
||||
/// isInterpolating, SimTimeSeconds clock, TS-36 interrupt binding.</summary>
|
||||
private static Rig MakeRig() => MakeRig(out _);
|
||||
|
||||
private static Rig MakeRig(out AnimationSequencer seqOut)
|
||||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
var seq = MakeSequencer();
|
||||
seqOut = seq;
|
||||
// Production (EnterPlayerModeNow) order: the sink binds BEFORE the
|
||||
// initial SetPosition — SetPosition → StopCompletely needs the sink
|
||||
// for its type-5 motion-table dispatch, the completable partner of
|
||||
// the A9 pending_motions node (a null sink orphans it and the
|
||||
// MoveToManager wait-for-anims gate never opens — the live stall).
|
||||
controller.Motion.DefaultSink = new MotionTableDispatchSink(seq);
|
||||
// #174: production wiring — HandleEnterWorld (strip + drain), not
|
||||
// the bare sequence strip (which orphaned pending manager nodes).
|
||||
controller.Motion.RemoveLinkAnimations = () => seq.Manager.HandleEnterWorld();
|
||||
controller.Motion.InitializeMotionTables = () => seq.Manager.InitializeState();
|
||||
controller.Motion.CheckForCompletedMotions = seq.Manager.CheckForCompletedMotions;
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.Yaw = 0f; // heading 90 = facing +X
|
||||
|
||||
var rig = new Rig { Controller = controller, MoveTo = null! };
|
||||
var moveTo = new MoveToManager(
|
||||
controller.Motion,
|
||||
stopCompletely: () => controller.Motion.StopCompletely(),
|
||||
getPosition: () => new Position(
|
||||
controller.CellId, controller.Position, controller.BodyOrientation),
|
||||
getHeading: () => MoveToMath.HeadingFromYaw(controller.Yaw),
|
||||
setHeading: (h, _) => controller.Yaw = MoveToMath.YawFromHeading(h),
|
||||
getOwnRadius: () => 0f,
|
||||
getOwnHeight: () => 0f,
|
||||
contact: () => controller.BodyInContact,
|
||||
isInterpolating: () => false,
|
||||
getVelocity: () => controller.BodyVelocity,
|
||||
getSelfId: () => 0x5000000Au,
|
||||
setTarget: (_, _, _, _) => { },
|
||||
clearTarget: () => { },
|
||||
getTargetQuantum: () => 0.0,
|
||||
setTargetQuantum: _ => { },
|
||||
curTime: () => controller.SimTimeSeconds);
|
||||
moveTo.MoveToComplete = err =>
|
||||
{
|
||||
rig.MoveToCompleteCount++;
|
||||
rig.LastCompleteError = err;
|
||||
};
|
||||
controller.MoveTo = moveTo;
|
||||
controller.Motion.InterruptCurrentMovement =
|
||||
() => moveTo.CancelMoveTo(WeenieError.ActionCancelled);
|
||||
rig.MoveTo = moveTo;
|
||||
return rig;
|
||||
}
|
||||
|
||||
/// <summary>Stands in for the player sequencer's MotionDone feed (bound
|
||||
/// in production via the R3-W2 MotionTableManager seam) — without it,
|
||||
/// pending_motions never drains in this fixture and the manager's
|
||||
/// wait-for-anims gates wedge.</summary>
|
||||
private static void Drain(PlayerMovementController c)
|
||||
{
|
||||
while (c.Motion.MotionsPending())
|
||||
c.Motion.MotionDone(0, true);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ServerMoveToPosition_WalksToArrival_WithNoUserInput()
|
||||
{
|
||||
var rig = MakeRig();
|
||||
var c = rig.Controller;
|
||||
var dest = new Vector3(104f, 96f, 50f); // 8 m dead ahead (heading 90)
|
||||
|
||||
// Mirrors the GameWindow wire path's P1 unpack store (00509730):
|
||||
// a server moveto arrives with IsAutonomous=false, routing the
|
||||
// per-tick pump's A3 dual dispatch to the interpreted branch.
|
||||
rig.Controller.SetLastMoveWasAutonomous(false);
|
||||
rig.MoveTo.PerformMovement(new MovementStruct
|
||||
{
|
||||
Type = MovementType.MoveToPosition,
|
||||
Pos = new Position(c.CellId, dest, Quaternion.Identity),
|
||||
Params = new MovementParameters { UseSpheres = false, DistanceToObject = 0.6f },
|
||||
});
|
||||
Drain(c);
|
||||
Assert.True(rig.MoveTo.IsMovingTo());
|
||||
|
||||
for (int f = 0; f < 1200 && rig.MoveTo.IsMovingTo(); f++)
|
||||
{
|
||||
var result = c.Update(1f / 60f, new MovementInput());
|
||||
// The #75 invariant, now by construction: manager-driven motion
|
||||
// never registers as a user motion-state change, so no outbound
|
||||
// MoveToState is built mid-moveto.
|
||||
Assert.False(result.MotionStateChanged,
|
||||
$"manager-driven frame {f} must not flag MotionStateChanged");
|
||||
Drain(c);
|
||||
}
|
||||
|
||||
Assert.False(rig.MoveTo.IsMovingTo(), "moveto must arrive within the frame budget");
|
||||
float distLeft = Vector2.Distance(
|
||||
new Vector2(c.Position.X, c.Position.Y), new Vector2(dest.X, dest.Y));
|
||||
Assert.True(distLeft <= 1.0f,
|
||||
$"body must stop at the arrival radius; {distLeft:F2} m left");
|
||||
Assert.Equal(1, rig.MoveToCompleteCount);
|
||||
Assert.Equal(WeenieError.None, rig.LastCompleteError);
|
||||
Assert.Equal(Ready, c.Motion.InterpretedState.ForwardCommand);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ServerTurnToHeading_RotatesYaw_AndSnapsExact()
|
||||
{
|
||||
var rig = MakeRig();
|
||||
var c = rig.Controller;
|
||||
|
||||
// Mirrors the GameWindow wire path's P1 unpack store (00509730):
|
||||
// a server moveto arrives with IsAutonomous=false, routing the
|
||||
// per-tick pump's A3 dual dispatch to the interpreted branch.
|
||||
rig.Controller.SetLastMoveWasAutonomous(false);
|
||||
rig.MoveTo.PerformMovement(new MovementStruct
|
||||
{
|
||||
Type = MovementType.TurnToHeading,
|
||||
Params = new MovementParameters { DesiredHeading = 180f }, // South = -Y
|
||||
});
|
||||
Drain(c);
|
||||
Assert.True(rig.MoveTo.IsMovingTo());
|
||||
|
||||
for (int f = 0; f < 600 && rig.MoveTo.IsMovingTo(); f++)
|
||||
{
|
||||
c.Update(1f / 60f, new MovementInput());
|
||||
Drain(c);
|
||||
}
|
||||
|
||||
Assert.False(rig.MoveTo.IsMovingTo(), "turn-to must complete within the frame budget");
|
||||
// HandleTurnToHeading's arrival snap (the ONE heading snap in the
|
||||
// family, 0052a146) writes through the Yaw seam: heading 180 → yaw
|
||||
// -π/2 per the P5 bridge.
|
||||
Assert.Equal(MoveToMath.YawFromHeading(180f), c.Yaw, 3);
|
||||
Assert.Equal(1, rig.MoveToCompleteCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MovementKeyEdge_CancelsMoveTo_WithoutFiringComplete()
|
||||
{
|
||||
var rig = MakeRig();
|
||||
var c = rig.Controller;
|
||||
|
||||
// Mirrors the GameWindow wire path's P1 unpack store (00509730):
|
||||
// a server moveto arrives with IsAutonomous=false, routing the
|
||||
// per-tick pump's A3 dual dispatch to the interpreted branch.
|
||||
rig.Controller.SetLastMoveWasAutonomous(false);
|
||||
rig.MoveTo.PerformMovement(new MovementStruct
|
||||
{
|
||||
Type = MovementType.MoveToPosition,
|
||||
Pos = new Position(c.CellId, new Vector3(150f, 96f, 50f), Quaternion.Identity),
|
||||
Params = new MovementParameters { UseSpheres = false },
|
||||
});
|
||||
Drain(c);
|
||||
Assert.True(rig.MoveTo.IsMovingTo());
|
||||
c.Update(1f / 60f, new MovementInput());
|
||||
Drain(c);
|
||||
Assert.True(rig.MoveTo.IsMovingTo());
|
||||
|
||||
// W press edge → DoMotion(ctor-default params, CancelMoveTo bit set)
|
||||
// → InterruptCurrentMovement → CancelMoveTo(ActionCancelled).
|
||||
var result = c.Update(1f / 60f, new MovementInput { Forward = true });
|
||||
|
||||
Assert.False(rig.MoveTo.IsMovingTo(), "user input must cancel the moveto (TS-36)");
|
||||
Assert.Equal(0, rig.MoveToCompleteCount);
|
||||
// The cancel-frame's state change IS user intent — it must go on
|
||||
// the wire (the former !IsServerAutoWalking guard is gone).
|
||||
Assert.True(result.MotionStateChanged);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LoginQueue_DrainsToEmpty_UnderProductionFeed()
|
||||
{
|
||||
// The second live stall (2026-07-03, [autowalk-gate] probe): ONE
|
||||
// immortal Ready node in pending_motions — login SetPosition's
|
||||
// StopCompletely fired before the sink bind, orphaning its A9 node
|
||||
// (no completable partner). Head-pop-any relabels but never empties
|
||||
// a queue with an orphan, and MotionsPending==true wedges every
|
||||
// subsequent moveto. This pins the invariant: after login (rig
|
||||
// construction, production bind order) the queue must reach EMPTY
|
||||
// under the production completion feed.
|
||||
var rig = MakeRig(out var seq);
|
||||
var c = rig.Controller;
|
||||
seq.MotionDoneTarget = (m, ok) => c.Motion.MotionDone(m, ok);
|
||||
|
||||
for (int f = 0; f < 300 && c.Motion.MotionsPending(); f++)
|
||||
{
|
||||
c.Update(1f / 60f, new MovementInput());
|
||||
seq.Advance(1f / 60f);
|
||||
}
|
||||
|
||||
Assert.False(c.Motion.MotionsPending(),
|
||||
"login pending_motions must drain to empty under the production feed");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ServerMoveToPosition_ProductionCompletionFeed_WalksToArrival()
|
||||
{
|
||||
// The 2026-07-03 live wedge repro: same scenario as
|
||||
// ServerMoveToPosition_WalksToArrival_WithNoUserInput, but the
|
||||
// pending_motions queue drains the way PRODUCTION drains it — the
|
||||
// sequencer's Advance() fires MotionDoneTarget → Motion.MotionDone
|
||||
// (the TickAnimations R3-W2 bind) — instead of this suite's
|
||||
// force-drain. Live symptom: the moveto armed (movingTo=True) but
|
||||
// the body never moved; BeginTurnToHeading's wait-for-anims gate
|
||||
// (MotionsPending) never opened because the player's queue never
|
||||
// emptied (launch.log: pending=True on 92/94 player MOTIONDONE
|
||||
// pops; remotes 0/40).
|
||||
var rig = MakeRig(out var seq);
|
||||
var c = rig.Controller;
|
||||
seq.MotionDoneTarget = (m, ok) => c.Motion.MotionDone(m, ok);
|
||||
var dest = new Vector3(104f, 96f, 50f); // 8 m dead ahead (heading 90)
|
||||
|
||||
// A few idle frames first — production always has render ticks
|
||||
// between login (SetPosition → StopCompletely queues the A9 node
|
||||
// with NO dispatch) and the first Use.
|
||||
for (int f = 0; f < 30; f++)
|
||||
{
|
||||
c.Update(1f / 60f, new MovementInput());
|
||||
seq.Advance(1f / 60f);
|
||||
}
|
||||
|
||||
// Mirrors the GameWindow wire path's P1 unpack store (00509730):
|
||||
// a server moveto arrives with IsAutonomous=false, routing the
|
||||
// per-tick pump's A3 dual dispatch to the interpreted branch.
|
||||
rig.Controller.SetLastMoveWasAutonomous(false);
|
||||
rig.MoveTo.PerformMovement(new MovementStruct
|
||||
{
|
||||
Type = MovementType.MoveToPosition,
|
||||
Pos = new Position(c.CellId, dest, Quaternion.Identity),
|
||||
Params = new MovementParameters { UseSpheres = false, DistanceToObject = 0.6f },
|
||||
});
|
||||
Assert.True(rig.MoveTo.IsMovingTo());
|
||||
|
||||
for (int f = 0; f < 1200 && rig.MoveTo.IsMovingTo(); f++)
|
||||
{
|
||||
c.Update(1f / 60f, new MovementInput());
|
||||
seq.Advance(1f / 60f);
|
||||
}
|
||||
|
||||
string queueDump = string.Join(", ",
|
||||
System.Linq.Enumerable.Select(c.Motion.PendingMotions, n => $"0x{n.Motion:X8}"));
|
||||
Assert.False(rig.MoveTo.IsMovingTo(),
|
||||
$"moveto wedged: pending_motions never drained under the production "
|
||||
+ $"completion feed (queue: [{queueDump}])");
|
||||
Assert.Equal(1, rig.MoveToCompleteCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void JumpRelease_CancelsMoveTo()
|
||||
{
|
||||
var rig = MakeRig();
|
||||
var c = rig.Controller;
|
||||
|
||||
// Mirrors the GameWindow wire path's P1 unpack store (00509730):
|
||||
// a server moveto arrives with IsAutonomous=false, routing the
|
||||
// per-tick pump's A3 dual dispatch to the interpreted branch.
|
||||
rig.Controller.SetLastMoveWasAutonomous(false);
|
||||
rig.MoveTo.PerformMovement(new MovementStruct
|
||||
{
|
||||
Type = MovementType.MoveToPosition,
|
||||
Pos = new Position(c.CellId, new Vector3(150f, 96f, 50f), Quaternion.Identity),
|
||||
Params = new MovementParameters { UseSpheres = false },
|
||||
});
|
||||
Drain(c);
|
||||
Assert.True(rig.MoveTo.IsMovingTo());
|
||||
|
||||
// Charge one frame, release the next — jump() fires on the release
|
||||
// edge and its interrupt site cancels the moveto (the exact
|
||||
// silent-double-motion failure the TS-36 register row predicted).
|
||||
c.Update(1f / 60f, new MovementInput { Jump = true });
|
||||
c.Update(1f / 60f, new MovementInput());
|
||||
|
||||
Assert.False(rig.MoveTo.IsMovingTo(), "jump must cancel the moveto (TS-36)");
|
||||
Assert.Equal(0, rig.MoveToCompleteCount);
|
||||
}
|
||||
}
|
||||
202
tests/AcDream.Core.Tests/Input/W6EdgeDrivenMovementTests.cs
Normal file
202
tests/AcDream.Core.Tests/Input/W6EdgeDrivenMovementTests.cs
Normal file
|
|
@ -0,0 +1,202 @@
|
|||
using System;
|
||||
using System.Numerics;
|
||||
using AcDream.App.Input;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
using DRWMotionCommand = DatReaderWriter.Enums.MotionCommand;
|
||||
|
||||
namespace AcDream.Core.Tests.Input;
|
||||
|
||||
/// <summary>
|
||||
/// R3-W6 regression suite for the edge-driven local player — specifically
|
||||
/// the "press W and stop instantly" bug (2026-07-03): the funnel's apply
|
||||
/// pass let its own style dispatch's <c>ApplyMotion(style)</c> state-write
|
||||
/// reset forward to Ready (raw 0051ea6c). The original W6 fix entry-cached
|
||||
/// the axis fields; #161 replaced that with the TRUE retail mechanism —
|
||||
/// the apply pass's <c>MovementParameters</c> carry
|
||||
/// <c>ModifyInterpretedState = false</c> (retail's smeared bitfield store
|
||||
/// at raw 305778, mask 0x37ff; ACE MotionInterp.cs:447), so NO dispatch in
|
||||
/// the pass can write <c>InterpretedState</c> at all and live field reads
|
||||
/// are retail semantics. These tests pin the user-visible invariant either
|
||||
/// way: pressing W keeps you moving.
|
||||
///
|
||||
/// These tests bind the REAL <see cref="MotionTableDispatchSink"/> over a
|
||||
/// real sequencer (a fake sink's return values can mask state-write gating
|
||||
/// — the lesson that created this file).
|
||||
/// </summary>
|
||||
public class W6EdgeDrivenMovementTests
|
||||
{
|
||||
private const uint NC = 0x8000003Du;
|
||||
private const uint Ready = 0x41000003u;
|
||||
private const uint Walk = 0x45000005u;
|
||||
private const uint Run = 0x44000007u;
|
||||
|
||||
private sealed class Loader : IAnimationLoader
|
||||
{
|
||||
private readonly System.Collections.Generic.Dictionary<uint, Animation> _anims = new();
|
||||
public void Register(uint id, Animation anim) => _anims[id] = anim;
|
||||
public Animation? LoadAnimation(uint id) => _anims.TryGetValue(id, out var a) ? a : null;
|
||||
}
|
||||
|
||||
private static Animation MakeAnim(int frames)
|
||||
{
|
||||
var anim = new Animation();
|
||||
for (int f = 0; f < frames; f++)
|
||||
{
|
||||
var pf = new AnimationFrame(1);
|
||||
pf.Frames.Add(new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity });
|
||||
anim.PartFrames.Add(pf);
|
||||
}
|
||||
return anim;
|
||||
}
|
||||
|
||||
private static MotionData MakeMd(uint animId)
|
||||
{
|
||||
var md = new MotionData();
|
||||
QualifiedDataId<Animation> qid = animId;
|
||||
md.Anims.Add(new AnimData { AnimId = qid, LowFrame = 0, HighFrame = -1, Framerate = 30f });
|
||||
return md;
|
||||
}
|
||||
|
||||
private static AnimationSequencer MakeSequencer()
|
||||
{
|
||||
var setup = new Setup();
|
||||
setup.Parts.Add(0x01000000u);
|
||||
setup.DefaultScale.Add(Vector3.One);
|
||||
|
||||
var loader = new Loader();
|
||||
loader.Register(0x300u, MakeAnim(4));
|
||||
loader.Register(0x301u, MakeAnim(6));
|
||||
loader.Register(0x302u, MakeAnim(6));
|
||||
|
||||
var mt = new MotionTable { DefaultStyle = (DRWMotionCommand)NC };
|
||||
mt.StyleDefaults[(DRWMotionCommand)NC] = (DRWMotionCommand)Ready;
|
||||
mt.Cycles[(int)((NC << 16) | (Ready & 0xFFFFFFu))] = MakeMd(0x300u);
|
||||
mt.Cycles[(int)((NC << 16) | (Walk & 0xFFFFFFu))] = MakeMd(0x301u);
|
||||
mt.Cycles[(int)((NC << 16) | (Run & 0xFFFFFFu))] = MakeMd(0x302u);
|
||||
return new AnimationSequencer(setup, mt, loader);
|
||||
}
|
||||
|
||||
private static PhysicsEngine MakeFlatEngine()
|
||||
{
|
||||
var engine = new PhysicsEngine();
|
||||
var heights = new byte[81];
|
||||
Array.Fill(heights, (byte)50);
|
||||
var heightTable = new float[256];
|
||||
for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
|
||||
var terrain = new TerrainSurface(heights, heightTable);
|
||||
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
|
||||
Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
|
||||
return engine;
|
||||
}
|
||||
|
||||
private static PlayerMovementController MakeControllerWithRealSink(out AnimationSequencer seq)
|
||||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
seq = MakeSequencer();
|
||||
// The full W6 GameWindow bind set (EnterPlayerModeNow equivalent) —
|
||||
// sink binds BEFORE SetPosition, matching the R4-V5 stall-fix order
|
||||
// (SetPosition → StopCompletely needs the sink for its type-5
|
||||
// dispatch, else its A9 pending_motions node is orphaned).
|
||||
controller.Motion.DefaultSink = new MotionTableDispatchSink(seq);
|
||||
var s = seq;
|
||||
// #174: production wiring — HandleEnterWorld (strip + drain), not
|
||||
// the bare sequence strip (which orphaned pending manager nodes).
|
||||
controller.Motion.RemoveLinkAnimations = () => s.Manager.HandleEnterWorld();
|
||||
controller.Motion.InitializeMotionTables = () => s.Manager.InitializeState();
|
||||
controller.Motion.CheckForCompletedMotions = s.Manager.CheckForCompletedMotions;
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.Yaw = 0f;
|
||||
return controller;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The full apply pass the W6b live bug rode in on. Pre-R4-V5 the
|
||||
/// trigger was <c>ApplyServerRunRate</c> (the ACE autonomous-echo tap);
|
||||
/// V5's P1 gate drops that echo before it reaches the player, and the
|
||||
/// tap is deleted — but the regression these tests pin lives in
|
||||
/// <c>ApplyInterpretedMovement</c>'s pass-params state protection
|
||||
/// (ModifyInterpretedState=false since #161), which any
|
||||
/// apply_current_movement pass (HitGround re-apply, future R6 per-tick
|
||||
/// order) still exercises. Same two statements the deleted tap ran.
|
||||
/// </summary>
|
||||
private static void RunApplyPass(PlayerMovementController controller, float forwardSpeed)
|
||||
{
|
||||
controller.Motion.InterpretedState.ForwardSpeed = forwardSpeed;
|
||||
controller.Motion.apply_current_movement(cancelMoveTo: false, allowJump: false);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyPass_WithRealSink_ForwardSelfHeals()
|
||||
{
|
||||
// The distilled bug: a full apply pass (style dispatch included)
|
||||
// against the REAL sink must leave the interpreted forward exactly
|
||||
// where it started — the style apply's Ready reset is re-applied
|
||||
// over by the entry-cached fwd dispatch (retail self-heal).
|
||||
var controller = MakeControllerWithRealSink(out _);
|
||||
var input = new MovementInput { Forward = true, Run = true };
|
||||
controller.Update(1f / 60f, input); // W press edge -> RunForward
|
||||
|
||||
Assert.Equal(Run, controller.Motion.InterpretedState.ForwardCommand);
|
||||
|
||||
// The live killer: a full apply pass mid-hold (was the ~10Hz
|
||||
// UM-echo tap pre-V5; see RunApplyPass).
|
||||
RunApplyPass(controller, 4.5f);
|
||||
|
||||
Assert.Equal(Run, controller.Motion.InterpretedState.ForwardCommand);
|
||||
Assert.True(controller.Motion.get_state_velocity().Length() > 1f,
|
||||
"state velocity must survive the apply pass");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HoldW_WithRealSink_AndEchoes_BodyKeepsMoving()
|
||||
{
|
||||
var controller = MakeControllerWithRealSink(out _);
|
||||
var input = new MovementInput { Forward = true, Run = true };
|
||||
|
||||
float startX = 96f;
|
||||
Vector3 pos = new(startX, 96f, 50f);
|
||||
for (int f = 0; f < 120; f++)
|
||||
{
|
||||
if (f % 6 == 3)
|
||||
RunApplyPass(controller, 4.5f); // ex-ACE-echo cadence
|
||||
pos = controller.Update(1f / 60f, input).Position;
|
||||
}
|
||||
|
||||
// 2 seconds of held-W running (post-fix ~9.5 m/s) must cover
|
||||
// meters, not centimeters. Pre-fix this stalled at ~one tick of
|
||||
// travel (the echo pass reset forward to Ready).
|
||||
Assert.True(pos.X - startX > 5f,
|
||||
$"expected sustained forward motion, got {pos.X - startX:F2} m");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ShiftToggle_MidHold_WalkRunTransitionSurvivesEcho()
|
||||
{
|
||||
var controller = MakeControllerWithRealSink(out _);
|
||||
|
||||
// Hold W at run for 30 frames.
|
||||
for (int f = 0; f < 30; f++)
|
||||
controller.Update(1f / 60f, new MovementInput { Forward = true, Run = true });
|
||||
Assert.Equal(Run, controller.Motion.InterpretedState.ForwardCommand);
|
||||
|
||||
// Shift pressed (walk) — the set_hold_run edge demotes to walk.
|
||||
for (int f = 0; f < 30; f++)
|
||||
{
|
||||
if (f == 10) RunApplyPass(controller, 1.0f); // apply pass mid-walk
|
||||
controller.Update(1f / 60f, new MovementInput { Forward = true, Run = false });
|
||||
}
|
||||
Assert.Equal(Walk, controller.Motion.InterpretedState.ForwardCommand);
|
||||
|
||||
// Shift released — promote back to run; survives another echo.
|
||||
for (int f = 0; f < 30; f++)
|
||||
{
|
||||
if (f == 10) RunApplyPass(controller, 4.5f);
|
||||
controller.Update(1f / 60f, new MovementInput { Forward = true, Run = true });
|
||||
}
|
||||
Assert.Equal(Run, controller.Motion.InterpretedState.ForwardCommand);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,3 +1,4 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Lighting;
|
||||
using Xunit;
|
||||
|
|
@ -6,7 +7,7 @@ namespace AcDream.Core.Tests.Lighting;
|
|||
|
||||
public sealed class LightManagerTests
|
||||
{
|
||||
private static LightSource MakePoint(Vector3 pos, float range, uint ownerId = 0, bool lit = true)
|
||||
private static LightSource MakePoint(Vector3 pos, float range, uint ownerId = 0, bool lit = true, uint cellId = 0)
|
||||
=> new LightSource
|
||||
{
|
||||
Kind = LightKind.Point,
|
||||
|
|
@ -14,6 +15,18 @@ public sealed class LightManagerTests
|
|||
Range = range,
|
||||
IsLit = lit,
|
||||
OwnerId = ownerId,
|
||||
CellId = cellId,
|
||||
};
|
||||
|
||||
private static LightSource MakeDynamic(Vector3 pos, float range, uint cellId = 0)
|
||||
=> new LightSource
|
||||
{
|
||||
Kind = LightKind.Point,
|
||||
WorldPosition = pos,
|
||||
Range = range,
|
||||
IsLit = true,
|
||||
IsDynamic = true,
|
||||
CellId = cellId,
|
||||
};
|
||||
|
||||
[Fact]
|
||||
|
|
@ -176,6 +189,148 @@ public sealed class LightManagerTests
|
|||
Assert.Equal(1f, mgr.PointSnapshot[1].WorldPosition.X, 3);
|
||||
}
|
||||
|
||||
// ── Resident collection (#176 corrected reading, 2026-07-06) ───────────────
|
||||
// Retail collects the pool from ALL RESIDENT EnvCells each frame:
|
||||
// CEnvCell::add_dynamic_lights (0x0052d410) walks the WHOLE static
|
||||
// CEnvCell::visible_cell_table — the loaded-cell registry add_visible_cell
|
||||
// (0x0052de40) fills from each activated cell + its dat visible-cell list. It
|
||||
// is NOT the per-frame portal flood; camera gaze cannot change the pool. The
|
||||
// earlier flood-scoped port (c500912b) made the under-room portal purples
|
||||
// enter/leave the pool as the camera turned — the #176 seam-floor blink.
|
||||
|
||||
[Fact]
|
||||
public void PointSnapshot_ResidentCollection_CellTagDoesNotFilter()
|
||||
{
|
||||
var mgr = new LightManager();
|
||||
mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f, cellId: 0xAAAA0101u)); // "visible" room
|
||||
mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, cellId: 0xAAAA0102u)); // under-room
|
||||
mgr.Register(MakePoint(new Vector3(3, 0, 0), 5f, cellId: 0u)); // cell-less (viewer fill)
|
||||
|
||||
mgr.BuildPointLightSnapshot(Vector3.Zero);
|
||||
|
||||
// ALL resident lights are candidates. The under-room portal light reaching
|
||||
// the corridor's pool is retail-correct — the live cdb capture
|
||||
// (tools/cdb/issue176-floor-light.cdb) showed retail applying the
|
||||
// intensity-100 purples to EVERY Hub cell; the faceted purple wedge is
|
||||
// faithful, only its gaze-coupled blinking was ours.
|
||||
Assert.Equal(3, mgr.PointSnapshot.Count);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PointSnapshot_OverCap_DynamicsNeverEvictedByNearerStatics()
|
||||
{
|
||||
var mgr = new LightManager();
|
||||
// More statics than the cap, ALL nearer the player than every dynamic.
|
||||
for (int i = 0; i < LightManager.MaxGlobalLights + 20; i++)
|
||||
mgr.Register(MakePoint(new Vector3(i * 0.01f, 0, 0), 5f, ownerId: (uint)(i + 1)));
|
||||
// 7 dynamics farther out (retail's dynamics live in their own 7-slot pool —
|
||||
// Render::add_dynamic_light 0x0054d420 — statics can never crowd them out).
|
||||
var dyns = new LightSource[7];
|
||||
for (int i = 0; i < dyns.Length; i++)
|
||||
{
|
||||
dyns[i] = MakeDynamic(new Vector3(50f + i, 0, 0), range: 9f);
|
||||
mgr.Register(dyns[i]);
|
||||
}
|
||||
|
||||
mgr.BuildPointLightSnapshot(Vector3.Zero);
|
||||
|
||||
Assert.Equal(LightManager.MaxGlobalLights, mgr.PointSnapshot.Count);
|
||||
foreach (var d in dyns)
|
||||
Assert.Contains(d, mgr.PointSnapshot);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PointSnapshot_OverCap_KeepsNearestThePlayer()
|
||||
{
|
||||
var mgr = new LightManager();
|
||||
// A big cluster far from the player (where a chase camera might sit) and
|
||||
// one torch beside the player. Retail sorts by distance to
|
||||
// Render::player_pos (insert_light 0x0054d1b0) — the near-player torch
|
||||
// must survive the cap no matter how many far lights exist.
|
||||
for (int i = 0; i < LightManager.MaxGlobalLights + 50; i++)
|
||||
mgr.Register(MakePoint(new Vector3(200f + i * 0.05f, 0, 0), 5f, ownerId: (uint)(i + 1)));
|
||||
var torch = MakePoint(new Vector3(2f, 0, 0), range: 15f, ownerId: 0xF00Du);
|
||||
mgr.Register(torch);
|
||||
|
||||
mgr.BuildPointLightSnapshot(playerWorldPos: Vector3.Zero);
|
||||
|
||||
Assert.Contains(torch, mgr.PointSnapshot);
|
||||
}
|
||||
|
||||
// ── Visible-cell scoping (A7.L1, 2026-07-09 — the Town Network starvation fix) ──
|
||||
// BuildPointLightSnapshot's player-nearest cap sorts by raw Euclidean distance,
|
||||
// which is not a reliable proxy for "same room" in a dense, maze-like hub: a
|
||||
// fixture on the other side of a wall can be geometrically closer than the
|
||||
// player's own room's torches. The Town Network fountain room (463 registered
|
||||
// fixtures, cap 128) went dark because far-denser, closer-in-a-straight-line
|
||||
// corridor fixtures won the cap over the room's own lights. Filtering candidacy
|
||||
// by the frame's actual visible-cell set (the render already computes this)
|
||||
// fixes it without touching the distance-sort anchor (still the PLAYER, per the
|
||||
// #176 correction — camera anchoring is what caused the earlier flicker).
|
||||
|
||||
[Fact]
|
||||
public void BuildPointLightSnapshot_VisibleCellScoping_RoomLightsSurviveOverEuclideanCloserInvisibleCell()
|
||||
{
|
||||
var mgr = new LightManager();
|
||||
|
||||
// A different, NOT-visible cell packed with fixtures that are, in raw
|
||||
// straight-line distance, closer to the player than the room's own
|
||||
// torches (e.g. a corridor on the other side of a wall).
|
||||
const uint otherCellId = 0xAAAA0102u;
|
||||
for (int i = 0; i < LightManager.MaxGlobalLights + 50; i++)
|
||||
mgr.Register(MakePoint(new Vector3(1f + i * 0.001f, 1f, 0), range: 5f, ownerId: (uint)(i + 1), cellId: otherCellId));
|
||||
|
||||
// The player's own room: a handful of torches, each FARTHER in raw
|
||||
// distance than every "other cell" fixture above, but the only cell
|
||||
// actually visible from the player's viewpoint this frame.
|
||||
const uint roomCellId = 0xAAAA0101u;
|
||||
var roomTorches = new LightSource[5];
|
||||
for (int i = 0; i < roomTorches.Length; i++)
|
||||
{
|
||||
roomTorches[i] = MakePoint(new Vector3(50f + i, 0, 0), range: 15f, cellId: roomCellId);
|
||||
mgr.Register(roomTorches[i]);
|
||||
}
|
||||
|
||||
var visibleCells = new HashSet<uint> { roomCellId };
|
||||
mgr.BuildPointLightSnapshot(playerWorldPos: Vector3.Zero, visibleCells);
|
||||
|
||||
foreach (var torch in roomTorches)
|
||||
Assert.Contains(torch, mgr.PointSnapshot);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void BuildPointLightSnapshot_VisibleCellScoping_CellLessLightAlwaysIncluded()
|
||||
{
|
||||
// The viewer fill light (CellId==0) must survive scoping unconditionally —
|
||||
// retail's per-frame add_dynamic_light(&viewer_light, ...) is unconditional
|
||||
// (LightManager.UpdateViewerLight's doc comment).
|
||||
var mgr = new LightManager();
|
||||
var viewerFill = MakePoint(new Vector3(0, 0, 2), range: 15f, cellId: 0u);
|
||||
mgr.Register(viewerFill);
|
||||
var otherRoom = MakePoint(new Vector3(2, 0, 0), range: 5f, cellId: 0xBEEFu);
|
||||
mgr.Register(otherRoom);
|
||||
|
||||
var visibleCells = new HashSet<uint> { 0xF00Du }; // neither light's cell
|
||||
mgr.BuildPointLightSnapshot(Vector3.Zero, visibleCells);
|
||||
|
||||
Assert.Contains(viewerFill, mgr.PointSnapshot);
|
||||
Assert.DoesNotContain(otherRoom, mgr.PointSnapshot);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void BuildPointLightSnapshot_NoVisibleCellsArg_UnscopedLegacyBehavior()
|
||||
{
|
||||
// Outdoor / no-clipRoot callers omit visibleCells — every registered lit
|
||||
// light stays a candidate, exactly the pre-A7.L1 behavior.
|
||||
var mgr = new LightManager();
|
||||
mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f, cellId: 0xAAAAu));
|
||||
mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, cellId: 0xBBBBu));
|
||||
|
||||
mgr.BuildPointLightSnapshot(Vector3.Zero);
|
||||
|
||||
Assert.Equal(2, mgr.PointSnapshot.Count);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SelectForObject_EmptySnapshot_ReturnsZero()
|
||||
{
|
||||
|
|
@ -256,4 +411,117 @@ public sealed class LightManagerTests
|
|||
Assert.Equal(na, nb);
|
||||
Assert.Equal(a[0], b[0]);
|
||||
}
|
||||
|
||||
// ── SelectForCell — retail minimize_envcell_lighting (all dynamics on every cell) ──
|
||||
|
||||
[Fact]
|
||||
public void SelectForCell_AppliesAllDynamicLights_EvenOutOfReach()
|
||||
{
|
||||
// Retail enables the WHOLE dynamic subset for every cell (cdb-verified: the same
|
||||
// portal lights on every Facility Hub cell) — including ones that don't reach it,
|
||||
// since the shader's range cutoff zeroes those. Static lights still cull by reach.
|
||||
var snapshot = new[]
|
||||
{
|
||||
MakePoint(new Vector3(1, 0, 0), range: 5f), // 0: static, reaches
|
||||
MakeDynamic(new Vector3(100, 0, 0), range: 5f), // 1: dynamic, FAR (out of reach)
|
||||
MakeDynamic(new Vector3(2, 0, 0), range: 5f), // 2: dynamic, near
|
||||
MakePoint(new Vector3(50, 0, 0), range: 5f), // 3: static, far (out of reach)
|
||||
};
|
||||
Span<int> sel = stackalloc int[LightManager.MaxLightsPerObject];
|
||||
int n = LightManager.SelectForCell(snapshot, Vector3.Zero, radius: 1f, sel);
|
||||
|
||||
bool d1 = false, d2 = false, s0 = false, s3 = false;
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
if (sel[i] == 1) d1 = true;
|
||||
if (sel[i] == 2) d2 = true;
|
||||
if (sel[i] == 0) s0 = true;
|
||||
if (sel[i] == 3) s3 = true;
|
||||
}
|
||||
Assert.True(d1, "the FAR dynamic light must still be applied — retail enables all dynamics");
|
||||
Assert.True(d2, "the near dynamic light is applied");
|
||||
Assert.True(s0, "the near static light reaches the cell → selected");
|
||||
Assert.False(s3, "the far static light doesn't reach → not selected");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SelectForCell_SameDynamicSet_ForCellsFarApart_NoFlap()
|
||||
{
|
||||
// The stability retail has and we lacked: two cells far apart get the SAME dynamic
|
||||
// set. A per-cell sphere-overlap cull of dynamics (the old SelectForObject path) let
|
||||
// that set differ/flip as the flood shifted → the floor lighting FLAPPED (#176).
|
||||
var snapshot = new[]
|
||||
{
|
||||
MakeDynamic(new Vector3(0, 0, 0), range: 5f),
|
||||
MakeDynamic(new Vector3(100, 0, 0), range: 5f),
|
||||
};
|
||||
Span<int> a = stackalloc int[8];
|
||||
Span<int> b = stackalloc int[8];
|
||||
int na = LightManager.SelectForCell(snapshot, new Vector3(0, 0, 0), 1f, a);
|
||||
int nb = LightManager.SelectForCell(snapshot, new Vector3(500, 0, 0), 1f, b);
|
||||
|
||||
Assert.Equal(2, na); // both dynamics on the near cell
|
||||
Assert.Equal(2, nb); // both dynamics on the far cell too — identical, no flap
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #176/#177 (2026-07-06, corrected same day) — the end-state pin. The pool is
|
||||
/// retail's RESIDENT collection anchored at the PLAYER: a light in range of an
|
||||
/// object near the player is selected no matter where a chase camera sits,
|
||||
/// because the camera is not an input to <c>BuildPointLightSnapshot</c> at all
|
||||
/// (the two prior camera-coupled pools — nearest-camera cap, then frame-flood
|
||||
/// scoping <c>c500912b</c> — were each a #176 flicker mechanism). Here the
|
||||
/// player stands by the torch while 400 fixtures cluster 200 m away where a
|
||||
/// camera might look: the torch must always survive the cap and light the
|
||||
/// object. See <c>docs/research/2026-07-06-a7-per-cell-lighting-pseudocode.md</c>
|
||||
/// (corrected §1.3) — <c>CEnvCell::visible_cell_table</c> is the resident-cell
|
||||
/// registry, and <c>Render::insert_light</c> (0x0054d1b0) sorts by distance to
|
||||
/// <c>Render::player_pos</c>.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant()
|
||||
{
|
||||
var mgr = new LightManager();
|
||||
|
||||
// 400 fixtures clustered far away (in the direction a camera might sit),
|
||||
// all in another cell. Under either old camera-coupled pool these could
|
||||
// displace or gate the player-side torch; under the player anchor they are
|
||||
// simply the farthest candidates.
|
||||
const uint farRoom = 0xAAAA0102u;
|
||||
for (int i = 0; i < 400; i++)
|
||||
mgr.Register(MakePoint(new Vector3(200f + i * 0.05f, 0, 0), range: 5f, ownerId: (uint)(i + 1), cellId: farRoom));
|
||||
|
||||
// The target torch: beside the player, in the player's room.
|
||||
const uint playerRoom = 0xAAAA0101u;
|
||||
var torch = MakePoint(new Vector3(2f, 0, 0), range: 15f, ownerId: 0xF00DF00Du, cellId: playerRoom);
|
||||
mgr.Register(torch);
|
||||
|
||||
Span<int> sel = stackalloc int[LightManager.MaxLightsPerObject];
|
||||
|
||||
// The player (the ONLY positional input) stands at the origin. Rebuild
|
||||
// twice to mirror consecutive frames of a rotating camera — the pool and
|
||||
// the selection must be identical (no camera input exists to vary).
|
||||
mgr.BuildPointLightSnapshot(playerWorldPos: Vector3.Zero);
|
||||
int n1 = LightManager.SelectForObject(mgr.PointSnapshot, new Vector3(0f, 0, 0), 6f, sel);
|
||||
bool torchSelected1 = SelectedContains(mgr.PointSnapshot, sel, n1, torch);
|
||||
|
||||
mgr.BuildPointLightSnapshot(playerWorldPos: Vector3.Zero);
|
||||
int n2 = LightManager.SelectForObject(mgr.PointSnapshot, new Vector3(0f, 0, 0), 6f, sel);
|
||||
bool torchSelected2 = SelectedContains(mgr.PointSnapshot, sel, n2, torch);
|
||||
|
||||
Assert.True(torchSelected1,
|
||||
"an in-range light beside the player was evicted from the pool — " +
|
||||
"per-cell lighting would pop (the #176/#177 mechanism)");
|
||||
Assert.True(torchSelected2, "consecutive same-player builds must select identically");
|
||||
Assert.Equal(LightManager.MaxGlobalLights, mgr.PointSnapshot.Count); // cap applied to the far cluster
|
||||
|
||||
static bool SelectedContains(
|
||||
System.Collections.Generic.IReadOnlyList<LightSource> snapshot,
|
||||
Span<int> indices, int count, LightSource target)
|
||||
{
|
||||
for (int i = 0; i < count; i++)
|
||||
if (ReferenceEquals(snapshot[indices[i]], target)) return true;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,38 @@
|
|||
using AcDream.Core.Meshing;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Meshing;
|
||||
|
||||
/// <summary>
|
||||
/// #79/#93 (2026-07-09) — the Town Network fountain room's only dat-authored
|
||||
/// light (Setup 0x02000365, a ceiling fixture) never registered: its sole
|
||||
/// visual part is a #136-class runtime-hidden marker, so it flattens to zero
|
||||
/// mesh refs, and GameWindow.cs's hydration loop dropped the ENTIRE entity —
|
||||
/// light included — whenever meshRefs was empty. Retail's light registration
|
||||
/// (CObjCell::add_light, CEnvCell::UnPack) is entirely independent of a
|
||||
/// fixture's own mesh visibility; the mesh-empty gate must not also swallow
|
||||
/// a Setup's Lights.
|
||||
/// </summary>
|
||||
public class EntityHydrationRulesTests
|
||||
{
|
||||
[Fact]
|
||||
public void ShouldKeepEntity_NoMeshNoLights_False()
|
||||
{
|
||||
Assert.False(EntityHydrationRules.ShouldKeepEntity(meshRefCount: 0, setupLightCount: 0));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ShouldKeepEntity_NoMeshWithLights_True()
|
||||
{
|
||||
// The exact fountain-room case: a mesh-less "light attach point" must
|
||||
// still survive hydration so its Lights can be registered.
|
||||
Assert.True(EntityHydrationRules.ShouldKeepEntity(meshRefCount: 0, setupLightCount: 1));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ShouldKeepEntity_HasMesh_TrueRegardlessOfLights()
|
||||
{
|
||||
Assert.True(EntityHydrationRules.ShouldKeepEntity(meshRefCount: 1, setupLightCount: 0));
|
||||
Assert.True(EntityHydrationRules.ShouldKeepEntity(meshRefCount: 3, setupLightCount: 2));
|
||||
}
|
||||
}
|
||||
|
|
@ -1,5 +1,6 @@
|
|||
using AcDream.Core.Physics;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Types;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
|
@ -24,7 +25,13 @@ public sealed class AnimationCommandRouterTests
|
|||
[Fact]
|
||||
public void RouteWireCommand_SubState_UsesSetCycle()
|
||||
{
|
||||
var seq = MakeEmptySequencer();
|
||||
// R2-Q4: retail-mandatory StyleDefaults (SetDefaultState 0x005230a0)
|
||||
// — GetObjectSequence also refuses substate==0, so the MotionTable
|
||||
// needs both a StyleDefaults entry AND cycles for the style's default
|
||||
// substate (Ready, installed by initialize_state) and for the routed
|
||||
// Dead substate, or the whole dispatch chain silently no-ops and
|
||||
// CurrentStyle/CurrentMotion stay at their zero defaults.
|
||||
var seq = MakeRoutableSequencer();
|
||||
|
||||
var route = AnimationCommandRouter.RouteWireCommand(seq, NonCombat, 0x0011);
|
||||
|
||||
|
|
@ -59,8 +66,66 @@ public sealed class AnimationCommandRouterTests
|
|||
return new AnimationSequencer(new Setup(), new MotionTable(), new NullAnimationLoader());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// R2-Q4: a MotionTable that can actually complete a SubState dispatch —
|
||||
/// StyleDefaults[NonCombat]=Ready (required by initialize_state's
|
||||
/// SetDefaultState) plus cycles for both Ready (the installed baseline)
|
||||
/// and Dead (the substate this test routes to). One shared part/anim is
|
||||
/// enough; RouteWireCommand only inspects CurrentStyle/CurrentMotion.
|
||||
/// </summary>
|
||||
private static AnimationSequencer MakeRoutableSequencer()
|
||||
{
|
||||
const uint Ready = 0x41000003u;
|
||||
const uint Dead = 0x40000011u;
|
||||
const uint AnimId = 0x03000001u;
|
||||
|
||||
var setup = new Setup();
|
||||
setup.Parts.Add(0x01000000u);
|
||||
setup.DefaultScale.Add(System.Numerics.Vector3.One);
|
||||
|
||||
var mt = new MotionTable
|
||||
{
|
||||
DefaultStyle = (DatReaderWriter.Enums.MotionCommand)NonCombat,
|
||||
};
|
||||
mt.StyleDefaults[(DatReaderWriter.Enums.MotionCommand)NonCombat] =
|
||||
(DatReaderWriter.Enums.MotionCommand)Ready;
|
||||
|
||||
int ReadyKey = (int)((NonCombat << 16) | (Ready & 0xFFFFFFu));
|
||||
int DeadKey = (int)((NonCombat << 16) | (Dead & 0xFFFFFFu));
|
||||
mt.Cycles[ReadyKey] = MakeMotionData(AnimId);
|
||||
mt.Cycles[DeadKey] = MakeMotionData(AnimId);
|
||||
|
||||
var loader = new NullAnimationLoader();
|
||||
loader.Register(AnimId, MakeAnim());
|
||||
|
||||
return new AnimationSequencer(setup, mt, loader);
|
||||
}
|
||||
|
||||
private static MotionData MakeMotionData(uint animId)
|
||||
{
|
||||
var md = new MotionData();
|
||||
QualifiedDataId<Animation> qid = animId;
|
||||
md.Anims.Add(new AnimData { AnimId = qid, LowFrame = 0, HighFrame = -1, Framerate = 30f });
|
||||
return md;
|
||||
}
|
||||
|
||||
private static Animation MakeAnim()
|
||||
{
|
||||
var anim = new Animation();
|
||||
var pf = new AnimationFrame(1);
|
||||
pf.Frames.Add(new Frame
|
||||
{
|
||||
Origin = System.Numerics.Vector3.Zero,
|
||||
Orientation = System.Numerics.Quaternion.Identity,
|
||||
});
|
||||
anim.PartFrames.Add(pf);
|
||||
return anim;
|
||||
}
|
||||
|
||||
private sealed class NullAnimationLoader : IAnimationLoader
|
||||
{
|
||||
public Animation? LoadAnimation(uint id) => null;
|
||||
private readonly System.Collections.Generic.Dictionary<uint, Animation> _anims = new();
|
||||
public void Register(uint id, Animation anim) => _anims[id] = anim;
|
||||
public Animation? LoadAnimation(uint id) => _anims.TryGetValue(id, out var a) ? a : null;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,388 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using System.Text;
|
||||
using AcDream.Core.Physics;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Types;
|
||||
using Xunit;
|
||||
|
||||
using DRWMotionCommand = DatReaderWriter.Enums.MotionCommand;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// R2-Q4 adapter-cutover trace conformance (r2-port-plan.md §3 Q4).
|
||||
//
|
||||
// These scenarios were CAPTURED against the PRE-cutover adapter (the legacy
|
||||
// SetCycle/PlayAction with the fast-path, Fix B, stop-anim fallback, and G17
|
||||
// gate) at commit aa65990a, then replayed against the PerformMovement-hosted
|
||||
// adapter. Golden strings assert the post-Q4 behavior; every place the cutover
|
||||
// INTENTIONALLY changed the outcome carries an `EXPECTED-DIFF(Q4)` comment
|
||||
// with the pre-cutover value and the retail rationale. Everything without an
|
||||
// annotation is byte-identical across the cutover — that is the parity bar.
|
||||
//
|
||||
// Snapshot format (Describe): comma-joined node list in queue order, each node
|
||||
// `<animIdHex>@<framerate:F1>` with suffix `*` = first_cyclic, `^` = curr_anim;
|
||||
// then ` | frame=<F1> vel=(x,y,z F2) om=(x,y,z F2) style=<X8> motion=<X8>
|
||||
// mod=<F2>`.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
internal sealed class TraceLoader : IAnimationLoader
|
||||
{
|
||||
private readonly Dictionary<uint, Animation> _anims = new();
|
||||
private readonly Dictionary<Animation, uint> _ids = new();
|
||||
|
||||
public void Register(uint id, Animation anim)
|
||||
{
|
||||
_anims[id] = anim;
|
||||
_ids[anim] = id;
|
||||
}
|
||||
|
||||
public Animation? LoadAnimation(uint id) =>
|
||||
_anims.TryGetValue(id, out var a) ? a : null;
|
||||
|
||||
public uint IdOf(Animation anim) => _ids.TryGetValue(anim, out var id) ? id : 0;
|
||||
}
|
||||
|
||||
public sealed class AnimationSequencerCutoverTraceTests
|
||||
{
|
||||
// Styles (FULL command words, as GameWindow passes them).
|
||||
private const uint NC = 0x8000003Du; // NonCombat
|
||||
private const uint Style2 = 0x8000004Cu; // synthetic second style
|
||||
|
||||
// Substates / cycles.
|
||||
private const uint Ready = 0x41000003u;
|
||||
private const uint Walk = 0x45000005u;
|
||||
private const uint WalkBack = 0x45000006u;
|
||||
private const uint Run = 0x44000007u;
|
||||
private const uint Falling = 0x40000015u;
|
||||
|
||||
// Action / modifier class ids.
|
||||
private const uint EmoteAction = 0x10000062u;
|
||||
private const uint TurnMod = 0x6500000Du;
|
||||
|
||||
// Anim resource ids.
|
||||
private const uint ReadyAnim = 0x100u; // 4 frames
|
||||
private const uint WalkAnim = 0x101u; // 6 frames
|
||||
private const uint RunAnim = 0x102u; // 6 frames
|
||||
private const uint ReadyToWalkLink = 0x103u; // 2 frames
|
||||
private const uint ReadyToRunLink = 0x104u; // 2 frames
|
||||
private const uint WalkToReadyLink = 0x105u; // 3 frames
|
||||
private const uint RunToReadyLink = 0x108u; // 3 frames
|
||||
private const uint TurnModAnim = 0x109u; // 2 frames
|
||||
private const uint ReadyToStyle2Link = 0x10Au; // 2 frames
|
||||
private const uint ReadyToEmoteLink = 0x10Bu; // 5 frames
|
||||
private const uint FallAnim = 0x10Cu; // 4 frames
|
||||
private const uint Style2ReadyAnim = 0x107u; // 4 frames
|
||||
|
||||
private static Animation MakeAnim(int numFrames, int numParts = 1)
|
||||
{
|
||||
var anim = new Animation();
|
||||
for (int f = 0; f < numFrames; f++)
|
||||
{
|
||||
var pf = new AnimationFrame((uint)numParts);
|
||||
for (int p = 0; p < numParts; p++)
|
||||
pf.Frames.Add(new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity });
|
||||
anim.PartFrames.Add(pf);
|
||||
}
|
||||
return anim;
|
||||
}
|
||||
|
||||
private static MotionData MakeMd(uint animId, float framerate = 30f,
|
||||
Vector3? velocity = null, Vector3? omega = null)
|
||||
{
|
||||
var md = new MotionData();
|
||||
QualifiedDataId<Animation> qid = animId;
|
||||
md.Anims.Add(new AnimData
|
||||
{
|
||||
AnimId = qid,
|
||||
LowFrame = 0,
|
||||
HighFrame = -1,
|
||||
Framerate = framerate,
|
||||
});
|
||||
if (velocity is { } v)
|
||||
{
|
||||
md.Velocity = v;
|
||||
md.Flags |= DatReaderWriter.Enums.MotionDataFlags.HasVelocity;
|
||||
}
|
||||
if (omega is { } o)
|
||||
{
|
||||
md.Omega = o;
|
||||
md.Flags |= DatReaderWriter.Enums.MotionDataFlags.HasOmega;
|
||||
}
|
||||
return md;
|
||||
}
|
||||
|
||||
private static void AddLink(MotionTable mt, uint style, uint from, uint to, MotionData md)
|
||||
{
|
||||
int outer = (int)((style << 16) | (from & 0xFFFFFFu));
|
||||
if (!mt.Links.TryGetValue(outer, out var cmd))
|
||||
{
|
||||
cmd = new MotionCommandData();
|
||||
mt.Links[outer] = cmd;
|
||||
}
|
||||
cmd.MotionData[(int)to] = md;
|
||||
}
|
||||
|
||||
private static (Setup, MotionTable, TraceLoader) BuildFixture()
|
||||
{
|
||||
var setup = new Setup();
|
||||
setup.Parts.Add(0x01000000u);
|
||||
setup.DefaultScale.Add(Vector3.One);
|
||||
|
||||
var loader = new TraceLoader();
|
||||
loader.Register(ReadyAnim, MakeAnim(4));
|
||||
loader.Register(WalkAnim, MakeAnim(6));
|
||||
loader.Register(RunAnim, MakeAnim(6));
|
||||
loader.Register(ReadyToWalkLink, MakeAnim(2));
|
||||
loader.Register(ReadyToRunLink, MakeAnim(2));
|
||||
loader.Register(WalkToReadyLink, MakeAnim(3));
|
||||
loader.Register(RunToReadyLink, MakeAnim(3));
|
||||
loader.Register(TurnModAnim, MakeAnim(2));
|
||||
loader.Register(ReadyToStyle2Link, MakeAnim(2));
|
||||
loader.Register(ReadyToEmoteLink, MakeAnim(5));
|
||||
loader.Register(FallAnim, MakeAnim(4));
|
||||
loader.Register(Style2ReadyAnim, MakeAnim(4));
|
||||
|
||||
var mt = new MotionTable
|
||||
{
|
||||
DefaultStyle = (DRWMotionCommand)NC,
|
||||
};
|
||||
mt.StyleDefaults[(DRWMotionCommand)NC] = (DRWMotionCommand)Ready;
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style2] = (DRWMotionCommand)Ready;
|
||||
|
||||
int CycleKey(uint style, uint substate) => (int)((style << 16) | (substate & 0xFFFFFFu));
|
||||
mt.Cycles[CycleKey(NC, Ready)] = MakeMd(ReadyAnim);
|
||||
mt.Cycles[CycleKey(NC, Walk)] = MakeMd(WalkAnim, velocity: new Vector3(0f, 3.12f, 0f));
|
||||
mt.Cycles[CycleKey(NC, Run)] = MakeMd(RunAnim, velocity: new Vector3(0f, 4.0f, 0f));
|
||||
mt.Cycles[CycleKey(NC, Falling)] = MakeMd(FallAnim);
|
||||
mt.Cycles[CycleKey(Style2, Ready)] = MakeMd(Style2ReadyAnim);
|
||||
|
||||
AddLink(mt, NC, Ready, Walk, MakeMd(ReadyToWalkLink));
|
||||
AddLink(mt, NC, Ready, Run, MakeMd(ReadyToRunLink));
|
||||
AddLink(mt, NC, Walk, Ready, MakeMd(WalkToReadyLink));
|
||||
AddLink(mt, NC, Run, Ready, MakeMd(RunToReadyLink));
|
||||
AddLink(mt, NC, Ready, EmoteAction, MakeMd(ReadyToEmoteLink));
|
||||
AddLink(mt, NC, Ready, Style2, MakeMd(ReadyToStyle2Link));
|
||||
|
||||
// Modifier: styled key (styleMasked<<16 | low24).
|
||||
int modKey = (int)((NC << 16) | (TurnMod & 0xFFFFFFu));
|
||||
mt.Modifiers[modKey] = MakeMd(TurnModAnim, omega: new Vector3(0f, 0f, 1.5f));
|
||||
|
||||
return (setup, mt, loader);
|
||||
}
|
||||
|
||||
private static string Describe(AnimationSequencer seq, TraceLoader loader)
|
||||
{
|
||||
var core = seq.Core;
|
||||
var sb = new StringBuilder();
|
||||
bool first = true;
|
||||
for (var n = core.AnimList.First; n is not null; n = n.Next)
|
||||
{
|
||||
if (!first) sb.Append(',');
|
||||
first = false;
|
||||
uint id = n.Value.Anim is null ? 0u : loader.IdOf(n.Value.Anim);
|
||||
sb.Append($"{id:X}@{n.Value.Framerate:F1}");
|
||||
if (ReferenceEquals(n, core.FirstCyclicNode)) sb.Append('*');
|
||||
if (ReferenceEquals(n, core.CurrAnimNode)) sb.Append('^');
|
||||
}
|
||||
var v = core.Velocity;
|
||||
var o = core.Omega;
|
||||
sb.Append($" | frame={core.FrameNumber:F1}");
|
||||
sb.Append($" vel=({v.X:F2},{v.Y:F2},{v.Z:F2})");
|
||||
sb.Append($" om=({o.X:F2},{o.Y:F2},{o.Z:F2})");
|
||||
sb.Append($" style={seq.CurrentStyle:X8} motion={seq.CurrentMotion:X8} mod={seq.CurrentSpeedMod:F2}");
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
private static AnimationSequencer NewSeq(out TraceLoader loader)
|
||||
{
|
||||
var (setup, mt, l) = BuildFixture();
|
||||
loader = l;
|
||||
return new AnimationSequencer(setup, mt, l);
|
||||
}
|
||||
|
||||
// ── Scenarios ───────────────────────────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void S1_SpawnIdle()
|
||||
{
|
||||
var seq = NewSeq(out var loader);
|
||||
seq.SetCycle(NC, Ready);
|
||||
Assert.Equal(
|
||||
"100@30.0*^ | frame=0.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=41000003 mod=1.00",
|
||||
Describe(seq, loader));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void S2_IdleToWalk_LinkThenCycle()
|
||||
{
|
||||
var seq = NewSeq(out var loader);
|
||||
seq.SetCycle(NC, Ready);
|
||||
seq.SetCycle(NC, Walk, 1.0f);
|
||||
Assert.Equal(
|
||||
"103@30.0^,101@30.0* | frame=0.0 vel=(0.00,3.12,0.00) om=(0.00,0.00,0.00) style=8000003D motion=45000005 mod=1.00",
|
||||
Describe(seq, loader));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void S2b_LinkDrain_FiresOneAnimDoneSentinel()
|
||||
{
|
||||
var seq = NewSeq(out var loader);
|
||||
seq.SetCycle(NC, Ready);
|
||||
seq.SetCycle(NC, Walk, 1.0f);
|
||||
|
||||
// Drain the 2-frame link at fr=30: 2 frames / 30fps < 0.1s. Advance
|
||||
// enough to cross into the cycle.
|
||||
int animDone = 0;
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
seq.Advance(0.02f);
|
||||
foreach (var h in seq.ConsumePendingHooks())
|
||||
if (h is DatReaderWriter.Types.AnimationDoneHook)
|
||||
animDone++;
|
||||
}
|
||||
Assert.Equal(1, animDone);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void S3_WalkToRun_CyclicToCyclic()
|
||||
{
|
||||
var seq = NewSeq(out var loader);
|
||||
seq.SetCycle(NC, Ready);
|
||||
seq.SetCycle(NC, Walk, 1.0f);
|
||||
seq.SetCycle(NC, Run, 2.0f);
|
||||
// EXPECTED-DIFF(Q4): pre-cutover Fix B stripped every link leaving
|
||||
// "102@60.0*^". The verbatim GetObjectSequence (Branch 2, no direct
|
||||
// Walk->Run link in this fixture) routes the DOUBLE-HOP: Walk->Ready
|
||||
// settle (105 at the OLD substate mod) + Ready->Run windup (104 at
|
||||
// the new speed) + the Run cycle; the old Ready->Walk link (103)
|
||||
// keeps draining first (pending-queue discipline). Rapid same-motion
|
||||
// re-issues now collapse via remove_redundant_links (the retail
|
||||
// Fix B), not an adapter locomotion special case.
|
||||
Assert.Equal(
|
||||
"103@30.0^,105@30.0,104@60.0,102@60.0* | frame=0.0 vel=(0.00,8.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=44000007 mod=2.00",
|
||||
Describe(seq, loader));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void S4_RunReSpeed_FastPath()
|
||||
{
|
||||
var seq = NewSeq(out var loader);
|
||||
seq.SetCycle(NC, Ready);
|
||||
seq.SetCycle(NC, Walk, 1.0f);
|
||||
seq.SetCycle(NC, Run, 2.0f);
|
||||
seq.SetCycle(NC, Run, 2.5f);
|
||||
// EXPECTED-DIFF(Q4): inherits S3's double-hop list; the re-speed
|
||||
// itself is the verbatim Branch-2 fast path (change_cycle_speed
|
||||
// scales ONLY first_cyclic..tail: 102 60->75; links untouched;
|
||||
// velocity via subtract_motion(2.0)+combine_motion(2.5)).
|
||||
Assert.Equal(
|
||||
"103@30.0^,105@30.0,104@60.0,102@75.0* | frame=0.0 vel=(0.00,10.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=44000007 mod=2.50",
|
||||
Describe(seq, loader));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void S5_WalkBackward_RemapNegativeSpeed()
|
||||
{
|
||||
var seq = NewSeq(out var loader);
|
||||
seq.SetCycle(NC, Ready);
|
||||
seq.SetCycle(NC, WalkBack, 1.0f);
|
||||
// Node list BYTE-IDENTICAL to pre-cutover: the reversed-key get_link
|
||||
// resolves the Walk->Ready link (0x105) played in reverse (fr=-19.5 =
|
||||
// 30 x -0.65 BackwardsFactor); cursor at the reverse starting frame
|
||||
// (HighFrame+1 = 3).
|
||||
// EXPECTED-DIFF(Q4), mirrors only: CurrentMotion now reads the
|
||||
// POST-adjust_motion substate (45000005, was 45000006) and
|
||||
// CurrentSpeedMod the signed mod (-0.65, was 1.00) - MotionState owns
|
||||
// the state and retail's interpreted state is post-adjustment. The
|
||||
// om=(-0.00,...) is IEEE negative zero from add_motion's
|
||||
// zero-omega x negative-speed multiply (numerically equal to 0).
|
||||
Assert.Equal(
|
||||
"105@-19.5^,101@-19.5* | frame=3.0 vel=(0.00,-2.03,0.00) om=(-0.00,-0.00,-0.00) style=8000003D motion=45000005 mod=-0.65",
|
||||
Describe(seq, loader));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void S6_WalkBackToReady_StopSettleFallback()
|
||||
{
|
||||
var seq = NewSeq(out var loader);
|
||||
seq.SetCycle(NC, Ready);
|
||||
seq.SetCycle(NC, WalkBack, 1.0f);
|
||||
seq.SetCycle(NC, Ready, 1.0f);
|
||||
// EXPECTED-DIFF(Q4): pre-cutover the stop-anim low-byte fallback
|
||||
// re-keyed the settle as 105@30 (forward). The verbatim get_link
|
||||
// (SubstateMod=-0.65 routes the REVERSED-key branch) resolves the
|
||||
// Ready->Walk windup (103) played in REVERSE (fr=-30) - retail's
|
||||
// actual backward-walk settle. The old reversed link (105@-19.5,
|
||||
// mid-drain) still drains first, unchanged from pre-cutover.
|
||||
Assert.Equal(
|
||||
"105@-19.5^,103@-30.0,100@30.0* | frame=3.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=41000003 mod=1.00",
|
||||
Describe(seq, loader));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void S7_EmoteAction_MidReady()
|
||||
{
|
||||
var seq = NewSeq(out var loader);
|
||||
seq.SetCycle(NC, Ready);
|
||||
seq.PlayAction(EmoteAction, 1.0f);
|
||||
Assert.Equal(
|
||||
"10B@30.0^,100@30.0* | frame=0.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=41000003 mod=1.00",
|
||||
Describe(seq, loader));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void S8_LeaveGroundLinkStrip_FallingEngagesInstantly()
|
||||
{
|
||||
// EXPECTED-DIFF(R3-W4): the K-fix18 skipTransitionLink flag is
|
||||
// DELETED. The instant-Falling engage is retail's own mechanism:
|
||||
// MotionInterpreter.LeaveGround (0x00528b00) fires the
|
||||
// RemoveLinkAnimations seam — bound to this sequencer's
|
||||
// RemoveAllLinkAnimations (CPhysicsObj::RemoveLinkAnimations
|
||||
// 0x0050fe20 → CSequence::remove_all_link_animations) — after the
|
||||
// Falling dispatch. Same final state the flag produced.
|
||||
var seq = NewSeq(out var loader);
|
||||
seq.SetCycle(NC, Ready);
|
||||
seq.SetCycle(NC, Walk, 1.0f);
|
||||
seq.SetCycle(NC, Falling, 1.0f);
|
||||
seq.RemoveAllLinkAnimations(); // = LeaveGround's seam firing
|
||||
Assert.Equal(
|
||||
"10C@30.0*^ | frame=0.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=40000015 mod=1.00",
|
||||
Describe(seq, loader));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void S9_TurnModifier()
|
||||
{
|
||||
var seq = NewSeq(out var loader);
|
||||
seq.SetCycle(NC, Ready);
|
||||
seq.SetCycle(NC, Walk, 1.0f);
|
||||
seq.PlayAction(TurnMod, 1.0f);
|
||||
// EXPECTED-DIFF(Q4): pre-cutover PlayAction INSERTED the modifier's
|
||||
// anim (109) before the cyclic tail - an acdream invention. Retail
|
||||
// Branch 4 is PHYSICS-ONLY combine_motion (the AP-73 mechanism): the
|
||||
// walk cycle's frames are untouched, the modifier contributes omega
|
||||
// (0,0,1.5) and is tracked on the MotionState modifier stack.
|
||||
Assert.Equal(
|
||||
"103@30.0^,101@30.0* | frame=0.0 vel=(0.00,3.12,0.00) om=(0.00,0.00,1.50) style=8000003D motion=45000005 mod=1.00",
|
||||
Describe(seq, loader));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void S10_StyleChange()
|
||||
{
|
||||
var seq = NewSeq(out var loader);
|
||||
seq.SetCycle(NC, Ready);
|
||||
seq.SetCycle(Style2, Ready, 1.0f);
|
||||
// EXPECTED-DIFF(Q4): pre-cutover switched cycles bare ("107@30.0*^").
|
||||
// GetObjectSequence Branch 1 (style-change) plays the cross-style
|
||||
// entry link (10A = Ready->Style2) before the target style's default
|
||||
// cycle - retail's stance-transition animation.
|
||||
Assert.Equal(
|
||||
"10A@30.0^,107@30.0* | frame=0.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000004C motion=41000003 mod=1.00",
|
||||
Describe(seq, loader));
|
||||
}
|
||||
}
|
||||
|
|
@ -224,32 +224,16 @@ public sealed class AnimationSequencerTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void HasCycle_PresentInTable_ReturnsTrue()
|
||||
public void SetCycle_MissingCycle_LeavesSequenceAndStateUntouched()
|
||||
{
|
||||
// Phase L.1c followup (2026-04-28): regression guard for
|
||||
// "torso on the ground" — caller (GameWindow MoveTo path) needs
|
||||
// to query the table before SetCycle to avoid the
|
||||
// ClearCyclicTail wipe on a missing cycle.
|
||||
const uint Style = 0x003Cu; // HandCombat
|
||||
const uint Motion = 0x0003u; // Ready
|
||||
const uint AnimId = 0x03000001u;
|
||||
|
||||
var setup = Fixtures.MakeSetup(2);
|
||||
var mt = Fixtures.MakeMtable(Style, Motion, AnimId);
|
||||
var loader = new FakeLoader();
|
||||
loader.Register(AnimId, Fixtures.MakeTwoFrameAnim(2, Vector3.Zero, Quaternion.Identity, Vector3.Zero, Quaternion.Identity));
|
||||
var seq = new AnimationSequencer(setup, mt, loader);
|
||||
|
||||
// Caller passes the SAME shape SetCycle expects: full style with
|
||||
// class byte (0x80000000) and full motion (0x40000000 / 0x10000000).
|
||||
Assert.True(seq.HasCycle(0x8000003Cu, 0x41000003u));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HasCycle_MissingFromTable_ReturnsFalse()
|
||||
{
|
||||
const uint Style = 0x003Cu;
|
||||
const uint ReadyMotion = 0x0003u;
|
||||
// R2-Q5: HasCycle + the caller-side fallback chains are DELETED.
|
||||
// The retail mechanism replacing the L.1c "torso on the ground"
|
||||
// guard: GetObjectSequence (0x00522860) checks the cycle BEFORE any
|
||||
// list surgery — a missing cycle leaves the sequence AND MotionState
|
||||
// untouched, so whatever was playing (here the initialize_state
|
||||
// default) keeps playing.
|
||||
const uint Style = 0x8000003Cu; // HandCombat (full command)
|
||||
const uint ReadyMotion = 0x41000003u;
|
||||
const uint AnimId = 0x03000001u;
|
||||
|
||||
var setup = Fixtures.MakeSetup(2);
|
||||
|
|
@ -258,9 +242,17 @@ public sealed class AnimationSequencerTests
|
|||
loader.Register(AnimId, Fixtures.MakeTwoFrameAnim(2, Vector3.Zero, Quaternion.Identity, Vector3.Zero, Quaternion.Identity));
|
||||
var seq = new AnimationSequencer(setup, mt, loader);
|
||||
|
||||
// RunForward (0x44000007) is NOT in the table — caller should
|
||||
// see false and fall back to a known motion (WalkForward / Ready).
|
||||
Assert.False(seq.HasCycle(0x8000003Cu, 0x44000007u));
|
||||
seq.InitializeState();
|
||||
Assert.Equal(ReadyMotion, seq.CurrentMotion);
|
||||
int nodesBefore = seq.QueueCount;
|
||||
|
||||
// RunForward (0x44000007) is NOT in the table — the dispatch fails
|
||||
// and nothing changes (no cyclic-tail wipe, no state overwrite).
|
||||
seq.SetCycle(Style, 0x44000007u);
|
||||
|
||||
Assert.Equal(ReadyMotion, seq.CurrentMotion);
|
||||
Assert.Equal(nodesBefore, seq.QueueCount);
|
||||
Assert.True(seq.HasCurrentNode);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
|
|
@ -333,13 +325,21 @@ public sealed class AnimationSequencerTests
|
|||
[Fact]
|
||||
public void SetCycle_WithTransitionLink_PrependLinkFrames()
|
||||
{
|
||||
// Two animations: link (2 frames at Y=1) and cycle (4 frames at X=1).
|
||||
const uint Style = 0x003Du;
|
||||
const uint IdleMotion = 0x0003u;
|
||||
const uint WalkMotion = 0x0005u;
|
||||
// R2-Q4: GetObjectSequence gates Branch 2 (cyclic substates) on the
|
||||
// 0x40000000 class bit and Branch 1 (style change) on the top bit —
|
||||
// bare low-word ids like the pre-cutover 0x0003/0x0005 never satisfy
|
||||
// those gates and the dispatch silently fails. Tag Style/IdleMotion/
|
||||
// WalkMotion with their class bits (masking to the low 24 bits for
|
||||
// the cycle/link key hash is unaffected — CMotionTable keys on
|
||||
// `id & 0xFFFFFF`).
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint IdleMotion = 0x40000003u;
|
||||
const uint WalkMotion = 0x40000005u;
|
||||
const uint IdleAnim = 0x03000012u;
|
||||
const uint CycleAnim = 0x03000010u;
|
||||
const uint LinkAnim = 0x03000011u;
|
||||
|
||||
var idleAnim = Fixtures.MakeAnim(1, 1, Vector3.Zero, Quaternion.Identity);
|
||||
var cycleAnim = Fixtures.MakeAnim(4, 1, new Vector3(1, 0, 0), Quaternion.Identity);
|
||||
var linkAnim = Fixtures.MakeAnim(2, 1, new Vector3(0, 1, 0), Quaternion.Identity);
|
||||
|
||||
|
|
@ -352,15 +352,26 @@ public sealed class AnimationSequencerTests
|
|||
fromMotion: IdleMotion,
|
||||
toMotion: WalkMotion,
|
||||
linkAnimId: LinkAnim);
|
||||
// R2-Q4: retail-mandatory StyleDefaults (SetDefaultState 0x005230a0) —
|
||||
// route it at IdleMotion (the state this test "was already playing"
|
||||
// before priming) and give IdleMotion its own cycle so the real
|
||||
// SetCycle(Style, IdleMotion) priming call below actually dispatches.
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)IdleMotion;
|
||||
int idleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
|
||||
mt.Cycles[idleKey] = Fixtures.MakeMotionData(IdleAnim, framerate: 30f);
|
||||
|
||||
var loader = new FakeLoader();
|
||||
loader.Register(IdleAnim, idleAnim);
|
||||
loader.Register(CycleAnim, cycleAnim);
|
||||
loader.Register(LinkAnim, linkAnim);
|
||||
|
||||
var seq = new AnimationSequencer(setup, mt, loader);
|
||||
|
||||
// Prime the sequencer as if it was already playing IdleMotion.
|
||||
SetCurrentMotion(seq, Style, IdleMotion);
|
||||
// Prime the sequencer as if it was already playing IdleMotion — a
|
||||
// real SetCycle call now that CurrentStyle/CurrentMotion are
|
||||
// read-only mirrors of MotionState (R2-Q4; reflection SetValue no
|
||||
// longer works, "Property set method not found").
|
||||
seq.SetCycle(Style, IdleMotion);
|
||||
|
||||
seq.SetCycle(Style, WalkMotion);
|
||||
|
||||
|
|
@ -382,9 +393,13 @@ public sealed class AnimationSequencerTests
|
|||
// link's starting pose at the link→cycle boundary. Symptoms: door
|
||||
// swing-open flap (frame 0 = closed); player run-stop twitch
|
||||
// (frame 0 = mid-stride).
|
||||
const uint Style = 0x003Du;
|
||||
const uint IdleMotion = 0x0003u;
|
||||
const uint WalkMotion = 0x0005u;
|
||||
// R2-Q4: class-bit-tagged ids (GetObjectSequence gates Branch 1/2 on
|
||||
// the 0x80000000/0x40000000 bits) — masking to the low 24 bits for
|
||||
// the cycle/link key hash is unaffected.
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint IdleMotion = 0x40000003u;
|
||||
const uint WalkMotion = 0x40000005u;
|
||||
const uint IdleAnim = 0x03000082u;
|
||||
const uint CycleAnim = 0x03000080u;
|
||||
const uint LinkAnim = 0x03000081u;
|
||||
|
||||
|
|
@ -402,6 +417,7 @@ public sealed class AnimationSequencerTests
|
|||
|
||||
// Cycle anim: single frame at Y=0 (the "open" / "idle" rest pose).
|
||||
var cycleAnim = Fixtures.MakeAnim(1, 1, new Vector3(0, 0, 0), Quaternion.Identity);
|
||||
var idleAnim = Fixtures.MakeAnim(1, 1, Vector3.Zero, Quaternion.Identity);
|
||||
|
||||
var setup = Fixtures.MakeSetup(1);
|
||||
var mt = Fixtures.MakeMtable(
|
||||
|
|
@ -412,13 +428,23 @@ public sealed class AnimationSequencerTests
|
|||
toMotion: WalkMotion,
|
||||
linkAnimId: LinkAnim,
|
||||
framerate: 30f);
|
||||
// R2-Q4: retail-mandatory StyleDefaults (SetDefaultState 0x005230a0)
|
||||
// — route it at IdleMotion (the state we prime through below) with
|
||||
// its own cycle so the priming SetCycle call actually dispatches.
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)IdleMotion;
|
||||
int idleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
|
||||
mt.Cycles[idleKey] = Fixtures.MakeMotionData(IdleAnim, framerate: 30f);
|
||||
|
||||
var loader = new FakeLoader();
|
||||
loader.Register(IdleAnim, idleAnim);
|
||||
loader.Register(CycleAnim, cycleAnim);
|
||||
loader.Register(LinkAnim, linkAnim);
|
||||
|
||||
var seq = new AnimationSequencer(setup, mt, loader);
|
||||
SetCurrentMotion(seq, Style, IdleMotion);
|
||||
// Prime the sequencer as if it was already playing IdleMotion — a
|
||||
// real SetCycle call (reflection SetValue no longer works against
|
||||
// the now-read-only CurrentStyle/CurrentMotion mirrors).
|
||||
seq.SetCycle(Style, IdleMotion);
|
||||
seq.SetCycle(Style, WalkMotion);
|
||||
|
||||
// Advance to _framePosition ≈ 2.5 — past the last integer frame (2)
|
||||
|
|
@ -440,53 +466,71 @@ public sealed class AnimationSequencerTests
|
|||
[Fact]
|
||||
public void SetCycle_StopFromWalkBackward_FallsBackToWalkForwardStopLink()
|
||||
{
|
||||
// Stop-anim asymmetry: the Humanoid motion table only authors a
|
||||
// "stop walking" link under WalkForward (low byte 0x05). Stopping
|
||||
// from WalkBackward (0x06) without a fallback returns null linkData
|
||||
// and the cycle snaps to Ready with no settle blend. Fix: when the
|
||||
// primary GetLink lookup fails, retry with WalkBackward's low byte
|
||||
// remapped to WalkForward.
|
||||
const uint Style = 0x003Du;
|
||||
const uint WalkForwardCmd = 0x0005u;
|
||||
const uint WalkBackCmd = 0x0006u;
|
||||
const uint ReadyCmd = 0x0003u;
|
||||
// R2-Q4 EXPECTED-DIFF (mirrors AnimationSequencerCutoverTraceTests.
|
||||
// S6_WalkBackToReady_StopSettleFallback): the pre-cutover adapter had
|
||||
// an invented "stop-anim low-byte fallback" that re-keyed a
|
||||
// WalkForward->Ready link when a WalkBackward->Ready lookup missed.
|
||||
// Retail has no such fallback — CMotionTable.GetLink's verbatim
|
||||
// reversed-key branch (Q0-pins A1) does the real job: adjust_motion
|
||||
// remaps WalkBackward to WalkForward with a NEGATIVE SubstateMod, so
|
||||
// stopping from it drives GetLink's "either speed negative -> swapped
|
||||
// keys" path, which resolves the link stored FROM the style default
|
||||
// (Ready) TO WalkForward and plays it IN REVERSE (the Ready->Walk
|
||||
// windup run backward as a settle). The fixture below stores that
|
||||
// link under Links[(style,Ready)][WalkForward] — the opposite
|
||||
// direction from the old WalkForward->Ready fallback entry — because
|
||||
// that's the key GetLink's reversed branch actually probes.
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint WalkForwardCmd = 0x40000005u;
|
||||
const uint WalkBackCmd = 0x40000006u;
|
||||
const uint ReadyCmd = 0x40000003u;
|
||||
const uint CycleAnim = 0x03000090u; // Ready cycle (Y=0)
|
||||
const uint LinkAnim = 0x03000091u; // stop-link (Y=7)
|
||||
const uint LinkAnim = 0x03000091u; // Ready->Walk windup (Y=7), played reversed as the settle
|
||||
|
||||
var cycleAnim = Fixtures.MakeAnim(1, 1, new Vector3(0, 0, 0), Quaternion.Identity);
|
||||
var linkAnim = Fixtures.MakeAnim(4, 1, new Vector3(0, 7, 0), Quaternion.Identity);
|
||||
|
||||
var setup = Fixtures.MakeSetup(1);
|
||||
// Table: Ready cycle + WalkForward→Ready link. NO WalkBackward→Ready link.
|
||||
// Table: Ready cycle + Ready->WalkForward windup link (probed
|
||||
// REVERSED by GetLink's swapped-key branch when settling out of a
|
||||
// negative-SubstateMod substate). No forward WalkBackward cycle is
|
||||
// needed — adjust_motion remaps WalkBackward to WalkForward with a
|
||||
// negated + BackwardsFactor-scaled speed before dispatch ever sees it.
|
||||
var mt = Fixtures.MakeMtable(
|
||||
style: Style,
|
||||
motion: ReadyCmd,
|
||||
cycleAnimId: CycleAnim,
|
||||
fromMotion: WalkForwardCmd,
|
||||
toMotion: ReadyCmd,
|
||||
fromMotion: ReadyCmd,
|
||||
toMotion: WalkForwardCmd,
|
||||
linkAnimId: LinkAnim,
|
||||
framerate: 30f);
|
||||
// WalkForward also needs a cycle — adjust_motion's WalkBackward remap
|
||||
// dispatches WalkForward's cycle (with the negated/scaled speed) as
|
||||
// part of entering "backward" motion below.
|
||||
int walkKey = (int)((Style << 16) | (WalkForwardCmd & 0xFFFFFFu));
|
||||
mt.Cycles[walkKey] = Fixtures.MakeMotionData(CycleAnim, framerate: 30f);
|
||||
|
||||
var loader = new FakeLoader();
|
||||
loader.Register(CycleAnim, cycleAnim);
|
||||
loader.Register(LinkAnim, linkAnim);
|
||||
|
||||
var seq = new AnimationSequencer(setup, mt, loader);
|
||||
// Simulate "we were walking backward" — substate = WalkBackward,
|
||||
// substateSpeed = +1 (the original speedMod stored by SetCycle).
|
||||
SetCurrentMotion(seq, Style, WalkBackCmd);
|
||||
// Enter WalkBackward for real — SetCycle's adjust_motion head remaps
|
||||
// this to WalkForward with SubstateMod = -0.65 (BackwardsFactor),
|
||||
// which is what makes the SUBSEQUENT stop-to-Ready call route
|
||||
// GetLink's reversed-key branch.
|
||||
seq.SetCycle(Style, WalkBackCmd, 1.0f);
|
||||
|
||||
seq.SetCycle(Style, ReadyCmd);
|
||||
|
||||
// Advance a tiny dt — should land on link frame 0 (Y=7), not the
|
||||
// cycle (Y=0). Without the fallback, linkData is null, only the
|
||||
// Ready cycle is enqueued, and we read Y=0 immediately.
|
||||
// Advance a tiny dt — should land on the reversed windup link
|
||||
// (Y=7), not the Ready cycle (Y=0).
|
||||
var transforms = seq.Advance(0.001f);
|
||||
Assert.Single(transforms);
|
||||
Assert.True(transforms[0].Origin.Y > 5f,
|
||||
$"Stop-from-backward should fall back to WalkForward→Ready link "
|
||||
+ $"(expect Y≈7 from link); got Y={transforms[0].Origin.Y} "
|
||||
+ "(Y=0 means linkData was null and we snapped to Ready cycle).");
|
||||
$"Stop-from-backward should resolve GetLink's reversed-key branch "
|
||||
+ $"(expect Y≈7 from the reversed windup link); got Y={transforms[0].Origin.Y} "
|
||||
+ "(Y=0 means the link didn't resolve and we snapped to the Ready cycle).");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
|
|
@ -581,10 +625,14 @@ public sealed class AnimationSequencerTests
|
|||
// with negated speed, so the animation plays in reverse.
|
||||
// We verify this by checking CurrentMotion is still TurnLeft (the
|
||||
// original command), but the sequencer internally uses TurnRight's anim.
|
||||
// R2-Q4: Style needs the 0x80000000 top bit and TurnRight/TurnLeft the
|
||||
// 0x40000000 cycle-class bit — GetObjectSequence's entry/branch gates
|
||||
// (see CurrentVelocity_ExposedFromMotionData_WhenHasVelocity) test the
|
||||
// FULL command word, not just the low 16 bits adjust_motion remaps.
|
||||
|
||||
const uint Style = 0x003Du; // NonCombat
|
||||
const uint TurnRight = 0x0045000Du; // bit pattern for TurnRight in NonCombat
|
||||
const uint TurnLeft = 0x0045000Eu; // bit pattern for TurnLeft
|
||||
const uint Style = 0x8000003Du; // NonCombat
|
||||
const uint TurnRight = 0x4045000Du; // bit pattern for TurnRight in NonCombat
|
||||
const uint TurnLeft = 0x4045000Eu; // bit pattern for TurnLeft
|
||||
const uint AnimId = 0x03000050u;
|
||||
|
||||
// 4-frame animation; each frame has a distinct Z-origin so we can tell
|
||||
|
|
@ -600,6 +648,11 @@ public sealed class AnimationSequencerTests
|
|||
var setup = Fixtures.MakeSetup(1);
|
||||
var mt = new MotionTable();
|
||||
mt.DefaultStyle = (DRWMotionCommand)Style;
|
||||
// R2-Q4: retail-mandatory StyleDefaults (SetDefaultState 0x005230a0)
|
||||
// — route the default straight at TurnRight (the only cycle this
|
||||
// fixture defines) so initialize_state's baseline install succeeds
|
||||
// and state.Style/Substate are non-zero before the explicit dispatch.
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)TurnRight;
|
||||
|
||||
// Register TurnRight cycle (adjusted motion, not TurnLeft).
|
||||
int cycleKey = (int)((Style << 16) | (TurnRight & 0xFFFFFFu));
|
||||
|
|
@ -611,29 +664,47 @@ public sealed class AnimationSequencerTests
|
|||
var seq = new AnimationSequencer(setup, mt, loader);
|
||||
seq.SetCycle(Style, TurnLeft, speedMod: 1f);
|
||||
|
||||
// CurrentMotion should record the original TurnLeft command.
|
||||
Assert.Equal(TurnLeft, seq.CurrentMotion);
|
||||
// R2-Q4 EXPECTED-DIFF (mirrors AnimationSequencerCutoverTraceTests.
|
||||
// S5_WalkBackward_RemapNegativeSpeed's "mirrors only" diff):
|
||||
// CurrentMotion is now a GET-ONLY mirror of MotionState.Substate,
|
||||
// and MotionState owns the POST-adjust_motion substate — retail's
|
||||
// interpreted state IS the adjusted one (TurnRight played reversed),
|
||||
// not the raw TurnLeft the caller passed in. Pre-cutover the adapter
|
||||
// kept its own separate CurrentMotion field and never overwrote it
|
||||
// with the adjusted id; that field no longer exists.
|
||||
Assert.Equal(TurnRight, seq.CurrentMotion);
|
||||
Assert.Equal(-1f, seq.CurrentSpeedMod, 3);
|
||||
|
||||
// Without swap: StartFrame=0, EndFrame=3 (original range preserved).
|
||||
// GetStartFramePosition for negative speed = (EndFrame+1)-eps = (3+1)-eps ≈ 3.99999.
|
||||
// The cursor starts near the HIGH end and counts DOWN toward StartFrame(=0).
|
||||
// R1-P5 (2026-07-02): pre-cutover this pinned the ACE-fabricated
|
||||
// epsilon boundary ((EndFrame+1)-eps ~= 3.99999). Retail's
|
||||
// AnimSequenceNode.GetStartingFrame (0x00525c80) returns a BARE INT
|
||||
// for reverse playback: HighFrame + 1 (gap map G1 — "NO epsilon").
|
||||
// LowFrame=0, HighFrame=3 (no swap at append time; the swap only
|
||||
// happens inside MultiplyFramerate for an in-place resign, which
|
||||
// this path doesn't take), so the retail-exact start position is
|
||||
// exactly 4.0, not "near but under" 4.0. The cursor starts at the
|
||||
// boundary and counts DOWN toward LowFrame(=0) on the next Advance.
|
||||
double pos = GetFramePosition(seq);
|
||||
Assert.True(pos > 3.9 && pos < 4.0,
|
||||
$"Expected framePosition near 3.99999 (reverse start near EndFrame+1) but got {pos}");
|
||||
Assert.True(pos == 4.0,
|
||||
$"Expected framePosition == 4 (bare-int reverse start = HighFrame+1, "
|
||||
+ $"retail AnimSequenceNode.GetStartingFrame 0x00525c80 has NO epsilon — G1); got {pos}");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Advance_NegativeSpeed_FramePositionDecreases()
|
||||
{
|
||||
// Verify that a cycle loaded with negative framerate counts downward.
|
||||
const uint Style = 0x003Du;
|
||||
const uint Motion = 0x0003u;
|
||||
// R2-Q4: retail-mandatory StyleDefaults + the 0x40000000 cycle-class
|
||||
// bit on Motion (see CurrentVelocity_ExposedFromMotionData_WhenHasVelocity).
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint Motion = 0x40000003u;
|
||||
const uint AnimId = 0x03000060u;
|
||||
|
||||
var anim = Fixtures.MakeAnim(8, 1, Vector3.Zero, Quaternion.Identity);
|
||||
var setup = Fixtures.MakeSetup(1);
|
||||
var mt = new MotionTable();
|
||||
mt.DefaultStyle = (DRWMotionCommand)Style;
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
|
||||
|
||||
// Register cycle with NEGATIVE framerate to simulate reverse playback.
|
||||
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
|
||||
|
|
@ -719,9 +790,11 @@ public sealed class AnimationSequencerTests
|
|||
{
|
||||
// Queue: [linkNode (2 frames, 10fps, non-looping)] → [cycleNode (4 frames, looping)]
|
||||
// Advance enough to exhaust the link node, then verify we're in the cycle.
|
||||
const uint Style = 0x003Du;
|
||||
const uint IdleMotion = 0x0003u;
|
||||
const uint WalkMotion = 0x0005u;
|
||||
// R2-Q4: class-bit-tagged ids (see SetCycle_WithTransitionLink_PrependLinkFrames).
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint IdleMotion = 0x40000003u;
|
||||
const uint WalkMotion = 0x40000005u;
|
||||
const uint IdleAnim = 0x03000082u;
|
||||
const uint CycleAnim = 0x03000080u;
|
||||
const uint LinkAnim = 0x03000081u;
|
||||
|
||||
|
|
@ -729,6 +802,7 @@ public sealed class AnimationSequencerTests
|
|||
var linkAnim = Fixtures.MakeAnim(2, 1, new Vector3(0, 5, 0), Quaternion.Identity);
|
||||
// Cycle anim: 4 frames, X=9 (distinct marker).
|
||||
var cycleAnim = Fixtures.MakeAnim(4, 1, new Vector3(9, 0, 0), Quaternion.Identity);
|
||||
var idleAnim = Fixtures.MakeAnim(1, 1, Vector3.Zero, Quaternion.Identity);
|
||||
|
||||
var setup = Fixtures.MakeSetup(1);
|
||||
var mt = Fixtures.MakeMtable(
|
||||
|
|
@ -739,13 +813,22 @@ public sealed class AnimationSequencerTests
|
|||
toMotion: WalkMotion,
|
||||
linkAnimId: LinkAnim,
|
||||
framerate: 10f);
|
||||
// R2-Q4: retail-mandatory StyleDefaults (SetDefaultState 0x005230a0)
|
||||
// — route it at IdleMotion with its own cycle so the priming
|
||||
// SetCycle call below actually dispatches.
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)IdleMotion;
|
||||
int idleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
|
||||
mt.Cycles[idleKey] = Fixtures.MakeMotionData(IdleAnim, framerate: 10f);
|
||||
|
||||
var loader = new FakeLoader();
|
||||
loader.Register(IdleAnim, idleAnim);
|
||||
loader.Register(CycleAnim, cycleAnim);
|
||||
loader.Register(LinkAnim, linkAnim);
|
||||
|
||||
var seq = new AnimationSequencer(setup, mt, loader);
|
||||
SetCurrentMotion(seq, Style, IdleMotion);
|
||||
// Prime as if already playing IdleMotion — real SetCycle call
|
||||
// (reflection SetValue no longer works, see WithTransitionLink test).
|
||||
seq.SetCycle(Style, IdleMotion);
|
||||
seq.SetCycle(Style, WalkMotion);
|
||||
|
||||
// Link node is 2 frames at 10fps → 0.2s to exhaust.
|
||||
|
|
@ -916,8 +999,11 @@ public sealed class AnimationSequencerTests
|
|||
public void Advance_ForwardHookDoesNotFire_OnReversePlayback()
|
||||
{
|
||||
// A hook tagged Direction.Forward should NOT fire when playback is reversed.
|
||||
const uint Style = 0x003Du;
|
||||
const uint Motion = 0x0003u;
|
||||
// R2-Q4: class-bit-tagged ids + retail-mandatory StyleDefaults — the bare
|
||||
// ids made this test pass VACUOUSLY (dispatch silently failed, no anim
|
||||
// played, so "hook did not fire" held for the wrong reason).
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint Motion = 0x40000003u;
|
||||
const uint AnimId = 0x03000103u;
|
||||
|
||||
var anim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
|
||||
|
|
@ -930,6 +1016,7 @@ public sealed class AnimationSequencerTests
|
|||
var setup = Fixtures.MakeSetup(1);
|
||||
var mt = new MotionTable();
|
||||
mt.DefaultStyle = (DRWMotionCommand)Style;
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
|
||||
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
|
||||
var md = new MotionData();
|
||||
QualifiedDataId<Animation> qid = AnimId;
|
||||
|
|
@ -944,7 +1031,10 @@ public sealed class AnimationSequencerTests
|
|||
seq.ConsumePendingHooks();
|
||||
|
||||
// Reverse playback: cursor starts near frame 4 and counts down.
|
||||
seq.Advance(0.15f);
|
||||
// 0.25s at -10fps = -2.5 frames → crosses the 3→2 boundary, so the
|
||||
// hooked frame IS reached (same advance as the Backward sibling test
|
||||
// — the direction filter, not distance, is what's under test).
|
||||
seq.Advance(0.25f);
|
||||
var hooks = seq.ConsumePendingHooks();
|
||||
|
||||
// Forward-only hook on frame 2 should NOT fire on reverse playback.
|
||||
|
|
@ -954,8 +1044,10 @@ public sealed class AnimationSequencerTests
|
|||
[Fact]
|
||||
public void Advance_BackwardHook_FiresOnReversePlayback()
|
||||
{
|
||||
const uint Style = 0x003Du;
|
||||
const uint Motion = 0x0003u;
|
||||
// R2-Q4: retail-mandatory StyleDefaults + the 0x40000000 cycle-class
|
||||
// bit on Motion (see CurrentVelocity_ExposedFromMotionData_WhenHasVelocity).
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint Motion = 0x40000003u;
|
||||
const uint AnimId = 0x03000104u;
|
||||
|
||||
var anim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
|
||||
|
|
@ -968,6 +1060,7 @@ public sealed class AnimationSequencerTests
|
|||
var setup = Fixtures.MakeSetup(1);
|
||||
var mt = new MotionTable();
|
||||
mt.DefaultStyle = (DRWMotionCommand)Style;
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
|
||||
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
|
||||
var md = new MotionData();
|
||||
QualifiedDataId<Animation> qid = AnimId;
|
||||
|
|
@ -990,13 +1083,17 @@ public sealed class AnimationSequencerTests
|
|||
Assert.Contains(hooks, h => h is SoundHook sh && (uint)sh.Id == 0x0A000005u);
|
||||
}
|
||||
|
||||
// ── PosFrames root motion (Phase E.1) ────────────────────────────────────
|
||||
// ── PosFrames root motion (R1-P6: the wired Frame path, gap map G7) ───────
|
||||
|
||||
[Fact]
|
||||
public void Advance_WithPosFrames_AccumulatesRootMotion()
|
||||
public void Advance_WithRootMotionFrame_AccumulatesPosFrameDeltas()
|
||||
{
|
||||
// Animation with PosFrames flag and per-frame origin deltas should
|
||||
// surface a non-zero root motion delta after Advance.
|
||||
// R1-P6 (2026-07-02): root motion flows through retail's actual
|
||||
// contract — CSequence::update(quantum, Frame*) (0x00525b80):
|
||||
// every crossed integer frame combines the node's pos_frame into
|
||||
// the caller-supplied Frame (update_internal 0x005255d0). The old
|
||||
// adapter-side accumulator (ConsumeRootMotionDelta) is DELETED —
|
||||
// this is the seam R6's per-tick order consumes.
|
||||
const uint Style = 0x003Du;
|
||||
const uint Motion = 0x0003u;
|
||||
const uint AnimId = 0x03000110u;
|
||||
|
|
@ -1020,27 +1117,27 @@ public sealed class AnimationSequencerTests
|
|||
|
||||
var seq = new AnimationSequencer(setup, mt, loader);
|
||||
seq.SetCycle(Style, Motion);
|
||||
seq.ConsumeRootMotionDelta(); // clear
|
||||
|
||||
// Advance 0.25s → 2.5 frames → 2 crossings (0→1, 1→2) → 2 posFrame deltas applied.
|
||||
seq.Advance(0.25f);
|
||||
var (pos, _) = seq.ConsumeRootMotionDelta();
|
||||
// Advance 0.25s @10fps → 2.5 frames → 2 crossings (0→1, 1→2), each
|
||||
// combining +1 X of pos_frame origin into the supplied Frame.
|
||||
var rootFrame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
|
||||
seq.Advance(0.25f, rootFrame);
|
||||
|
||||
// Each crossing adds +X origin → total X should be 2.
|
||||
Assert.True(pos.X >= 1.8f && pos.X <= 2.2f,
|
||||
$"Expected ~2.0 root motion X after 2 crossings, got {pos.X}");
|
||||
|
||||
// A subsequent consume with no advance should return zero (drained).
|
||||
var (pos2, _) = seq.ConsumeRootMotionDelta();
|
||||
Assert.Equal(Vector3.Zero, pos2);
|
||||
Assert.True(rootFrame.Origin.X >= 1.8f && rootFrame.Origin.X <= 2.2f,
|
||||
$"Expected ~2.0 root motion X after 2 crossings via the wired Frame, got {rootFrame.Origin.X}");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CurrentVelocity_ExposedFromMotionData_WhenHasVelocity()
|
||||
{
|
||||
// MotionData with HasVelocity flag should surface via CurrentVelocity.
|
||||
const uint Style = 0x003Du;
|
||||
const uint Motion = 0x0003u;
|
||||
// R2-Q4: retail-mandatory StyleDefaults (SetDefaultState 0x005230a0) —
|
||||
// without it, initialize_state's SetDefaultState fails, state.Style
|
||||
// stays 0, and GetObjectSequence's entry guard rejects every
|
||||
// dispatch. Route the default straight at Motion (the cycle this
|
||||
// test cares about).
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint Motion = 0x40000003u;
|
||||
const uint AnimId = 0x03000120u;
|
||||
|
||||
var anim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
|
||||
|
|
@ -1048,6 +1145,7 @@ public sealed class AnimationSequencerTests
|
|||
|
||||
var mt = new MotionTable();
|
||||
mt.DefaultStyle = (DRWMotionCommand)Style;
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
|
||||
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
|
||||
var md = new MotionData
|
||||
{
|
||||
|
|
@ -1071,8 +1169,12 @@ public sealed class AnimationSequencerTests
|
|||
[Fact]
|
||||
public void CurrentVelocity_ScaledBySpeedMod()
|
||||
{
|
||||
const uint Style = 0x003Du;
|
||||
const uint Motion = 0x0003u;
|
||||
// R2-Q4: retail-mandatory StyleDefaults, and Motion needs its
|
||||
// 0x40000000 cycle-class bit — the same-motion re-speed fast path
|
||||
// (Branch 2, target==substate) still requires the class-bit gate to
|
||||
// be reached in the first place.
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint Motion = 0x40000003u;
|
||||
const uint AnimId = 0x03000121u;
|
||||
|
||||
var anim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
|
||||
|
|
@ -1080,6 +1182,7 @@ public sealed class AnimationSequencerTests
|
|||
|
||||
var mt = new MotionTable();
|
||||
mt.DefaultStyle = (DRWMotionCommand)Style;
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
|
||||
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
|
||||
var md = new MotionData
|
||||
{
|
||||
|
|
@ -1106,27 +1209,37 @@ public sealed class AnimationSequencerTests
|
|||
// When a non-cyclic link node exhausts and we advance_to_next_animation,
|
||||
// an AnimationDoneHook should be queued so consumers can react (e.g. UI
|
||||
// wake-on-idle-complete).
|
||||
const uint Style = 0x003Du;
|
||||
const uint IdleMotion = 0x0003u;
|
||||
const uint WalkMotion = 0x0005u;
|
||||
// R2-Q4: class-bit-tagged ids (see SetCycle_WithTransitionLink_PrependLinkFrames).
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint IdleMotion = 0x40000003u;
|
||||
const uint WalkMotion = 0x40000005u;
|
||||
const uint IdleAnim = 0x03000132u;
|
||||
const uint CycleAnim = 0x03000130u;
|
||||
const uint LinkAnim = 0x03000131u;
|
||||
|
||||
var linkAnim = Fixtures.MakeAnim(2, 1, Vector3.Zero, Quaternion.Identity);
|
||||
var cycleAnim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
|
||||
var idleAnim = Fixtures.MakeAnim(1, 1, Vector3.Zero, Quaternion.Identity);
|
||||
|
||||
var setup = Fixtures.MakeSetup(1);
|
||||
var mt = Fixtures.MakeMtable(
|
||||
style: Style, motion: WalkMotion, cycleAnimId: CycleAnim,
|
||||
fromMotion: IdleMotion, toMotion: WalkMotion, linkAnimId: LinkAnim,
|
||||
framerate: 10f);
|
||||
// R2-Q4: retail-mandatory StyleDefaults — route it at IdleMotion with
|
||||
// its own cycle so the priming SetCycle call below actually dispatches.
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)IdleMotion;
|
||||
int idleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
|
||||
mt.Cycles[idleKey] = Fixtures.MakeMotionData(IdleAnim, framerate: 10f);
|
||||
|
||||
var loader = new FakeLoader();
|
||||
loader.Register(IdleAnim, idleAnim);
|
||||
loader.Register(CycleAnim, cycleAnim);
|
||||
loader.Register(LinkAnim, linkAnim);
|
||||
|
||||
var seq = new AnimationSequencer(setup, mt, loader);
|
||||
SetCurrentMotion(seq, Style, IdleMotion);
|
||||
// Prime as if already playing IdleMotion — real SetCycle call.
|
||||
seq.SetCycle(Style, IdleMotion);
|
||||
seq.SetCycle(Style, WalkMotion);
|
||||
seq.ConsumePendingHooks();
|
||||
|
||||
|
|
@ -1144,8 +1257,11 @@ public sealed class AnimationSequencerTests
|
|||
{
|
||||
// A 10-frame cycle at 10 fps = 1.0s per loop. If we halve the playback
|
||||
// rate (factor 0.5), advancing 1.0s should produce half a loop (5 frames).
|
||||
const uint Style = 0x003Du;
|
||||
const uint Motion = 0x0007u; // RunForward
|
||||
// R2-Q4: Motion needs the 0x40000000 cycle-class bit — GetObjectSequence
|
||||
// Branch 2 (and its same-motion fast re-speed path) never triggers on
|
||||
// a bare low-word id (see CurrentVelocity_ExposedFromMotionData_WhenHasVelocity).
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint Motion = 0x40000007u; // RunForward
|
||||
const uint AnimId = 0x03000401u;
|
||||
|
||||
// Unique per-frame Z so we can tell where the cursor lands.
|
||||
|
|
@ -1171,6 +1287,11 @@ public sealed class AnimationSequencerTests
|
|||
Framerate = 10f,
|
||||
});
|
||||
mt.Cycles[cycleKey] = md;
|
||||
// R2-Q4: the dispatch stack needs the retail-mandatory StyleDefaults
|
||||
// entry (SetDefaultState 0x005230a0 requires StyleDefaults[DefaultStyle];
|
||||
// GetObjectSequence refuses a zero style/substate). Real dat tables
|
||||
// always carry it.
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
|
||||
|
||||
var loader = new FakeLoader();
|
||||
loader.Register(AnimId, anim);
|
||||
|
|
@ -1178,8 +1299,11 @@ public sealed class AnimationSequencerTests
|
|||
var seq = new AnimationSequencer(setup, mt, loader);
|
||||
seq.SetCycle(Style, Motion, speedMod: 1f);
|
||||
|
||||
// Halve the playback rate.
|
||||
seq.MultiplyCyclicFramerate(0.5f);
|
||||
// R2-Q4: halve the playback rate via the retail same-motion re-speed
|
||||
// (GetObjectSequence Branch-2 fast path: change_cycle_speed +
|
||||
// subtract_motion(old) + combine_motion(new), decomp §5) — the old
|
||||
// MultiplyCyclicFramerate adapter composite is deleted.
|
||||
seq.SetCycle(Style, Motion, speedMod: 0.5f);
|
||||
|
||||
// 10 frames at 5 fps = 2.0s per loop. Advance 1.0s → cursor ~= frame 5.
|
||||
seq.Advance(1.0f);
|
||||
|
|
@ -1187,7 +1311,8 @@ public sealed class AnimationSequencerTests
|
|||
Assert.Single(frames);
|
||||
Assert.InRange(frames[0].Origin.Z, 4f, 6f);
|
||||
|
||||
// Velocity also scales: originally (0,4,0), now (0,2,0).
|
||||
// Velocity also scales: originally (0,4,0), now (0,2,0)
|
||||
// (subtract_motion(1.0) + combine_motion(0.5) = ×0.5 net).
|
||||
Assert.Equal(2f, seq.CurrentVelocity.Y, 1);
|
||||
}
|
||||
|
||||
|
|
@ -1196,8 +1321,11 @@ public sealed class AnimationSequencerTests
|
|||
{
|
||||
// Changing speed mid-cycle must NOT reset the frame cursor — the
|
||||
// animation keeps playing from where it was, just faster/slower.
|
||||
const uint Style = 0x003Du;
|
||||
const uint Motion = 0x0007u;
|
||||
// R2-Q4: class-bit-tagged ids — the bare ids made this test pass
|
||||
// VACUOUSLY (dispatch silently failed; "cursor unchanged" held
|
||||
// because nothing moved at all).
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint Motion = 0x40000007u;
|
||||
const uint AnimId = 0x03000402u;
|
||||
|
||||
var anim = new Animation();
|
||||
|
|
@ -1213,6 +1341,9 @@ public sealed class AnimationSequencerTests
|
|||
mt.DefaultStyle = (DRWMotionCommand)Style;
|
||||
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
|
||||
mt.Cycles[cycleKey] = Fixtures.MakeMotionData(AnimId, framerate: 10f);
|
||||
// R2-Q4: retail-mandatory StyleDefaults entry (see
|
||||
// MultiplyCyclicFramerate_HalvesPlaybackRate).
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
|
||||
|
||||
var loader = new FakeLoader();
|
||||
loader.Register(AnimId, anim);
|
||||
|
|
@ -1222,7 +1353,9 @@ public sealed class AnimationSequencerTests
|
|||
seq.Advance(0.3f); // cursor ~ frame 3
|
||||
double before = GetFramePosition(seq);
|
||||
|
||||
seq.MultiplyCyclicFramerate(2.0f);
|
||||
// R2-Q4: mid-cycle re-speed via the retail Branch-2 fast path — must
|
||||
// not touch the cursor (change_cycle_speed scales framerates only).
|
||||
seq.SetCycle(Style, Motion, speedMod: 2.0f);
|
||||
double after = GetFramePosition(seq);
|
||||
|
||||
Assert.Equal(before, after, 5);
|
||||
|
|
@ -1235,8 +1368,10 @@ public sealed class AnimationSequencerTests
|
|||
// NOT reset the cursor — it should call MultiplyCyclicFramerate to
|
||||
// keep the run loop smooth (retail behavior for a mid-run RunRate
|
||||
// broadcast). Mirror of ACE MotionTable.cs:132-139 fast-path.
|
||||
const uint Style = 0x003Du;
|
||||
const uint Motion = 0x0007u;
|
||||
// R2-Q4: Motion needs the 0x40000000 cycle-class bit — see
|
||||
// CurrentVelocity_ExposedFromMotionData_WhenHasVelocity.
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint Motion = 0x40000007u;
|
||||
const uint AnimId = 0x03000403u;
|
||||
|
||||
var anim = Fixtures.MakeAnim(10, 1, Vector3.Zero, Quaternion.Identity);
|
||||
|
|
@ -1267,14 +1402,17 @@ public sealed class AnimationSequencerTests
|
|||
// surface as (0,4,0) at speedMod=1.0, (0,6,0) at 1.5×, (0,2,0) at
|
||||
// 0.5×. The dead-reckoning integrator in TickAnimations reads
|
||||
// CurrentVelocity each tick, so this has to be accurate.
|
||||
const uint Style = 0x003Du;
|
||||
const uint Motion = 0x0007u;
|
||||
// R2-Q4: retail-mandatory StyleDefaults + the 0x40000000 cycle-class
|
||||
// bit on Motion (see CurrentVelocity_ExposedFromMotionData_WhenHasVelocity).
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint Motion = 0x40000007u;
|
||||
const uint AnimId = 0x03000405u;
|
||||
|
||||
var anim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
|
||||
var setup = Fixtures.MakeSetup(1);
|
||||
var mt = new MotionTable();
|
||||
mt.DefaultStyle = (DRWMotionCommand)Style;
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
|
||||
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
|
||||
|
||||
var md = new MotionData { Flags = MotionDataFlags.HasVelocity, Velocity = new Vector3(0, 4, 0) };
|
||||
|
|
@ -1310,8 +1448,10 @@ public sealed class AnimationSequencerTests
|
|||
{
|
||||
// Guard: the new speed-path must not break the classic
|
||||
// "identical call = no state change" behavior.
|
||||
const uint Style = 0x003Du;
|
||||
const uint Motion = 0x0007u;
|
||||
// R2-Q4: Motion needs the 0x40000000 cycle-class bit — see
|
||||
// CurrentVelocity_ExposedFromMotionData_WhenHasVelocity.
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint Motion = 0x40000007u;
|
||||
const uint AnimId = 0x03000404u;
|
||||
|
||||
var anim = Fixtures.MakeAnim(10, 1, Vector3.Zero, Quaternion.Identity);
|
||||
|
|
@ -1338,14 +1478,17 @@ public sealed class AnimationSequencerTests
|
|||
// A turn cycle with MotionData.Omega = (0, 0, 1) rad/sec (yaw)
|
||||
// should surface as CurrentOmega = (0, 0, 1) after SetCycle.
|
||||
// Scales with speedMod exactly like Velocity.
|
||||
const uint Style = 0x003Du;
|
||||
const uint Motion = 0x000Du; // TurnRight
|
||||
// R2-Q4: retail-mandatory StyleDefaults + the 0x40000000 cycle-class
|
||||
// bit on Motion (see CurrentVelocity_ExposedFromMotionData_WhenHasVelocity).
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint Motion = 0x4000000Du; // TurnRight
|
||||
const uint AnimId = 0x03000701u;
|
||||
|
||||
var anim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
|
||||
var setup = Fixtures.MakeSetup(1);
|
||||
var mt = new MotionTable();
|
||||
mt.DefaultStyle = (DRWMotionCommand)Style;
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
|
||||
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
|
||||
|
||||
var md = new MotionData { Flags = MotionDataFlags.HasOmega, Omega = new Vector3(0, 0, 1.0f) };
|
||||
|
|
@ -1374,19 +1517,27 @@ public sealed class AnimationSequencerTests
|
|||
// reads the cycle's run-speed and moves the entity smoothly.
|
||||
// Crucial: otherwise remote entities would stutter at every stance
|
||||
// transition while the link plays.
|
||||
const uint Style = 0x003Du;
|
||||
const uint IdleMotion = 0x0003u;
|
||||
const uint WalkMotion = 0x0005u;
|
||||
// R2-Q4: class-bit-tagged ids (see SetCycle_WithTransitionLink_PrependLinkFrames).
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint IdleMotion = 0x40000003u;
|
||||
const uint WalkMotion = 0x40000005u;
|
||||
const uint IdleAnim = 0x03000603u;
|
||||
const uint CycleAnim = 0x03000601u;
|
||||
const uint LinkAnim = 0x03000602u;
|
||||
|
||||
var cycleAnim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
|
||||
var linkAnim = Fixtures.MakeAnim(2, 1, Vector3.Zero, Quaternion.Identity);
|
||||
var idleAnim = Fixtures.MakeAnim(1, 1, Vector3.Zero, Quaternion.Identity);
|
||||
|
||||
var setup = Fixtures.MakeSetup(1);
|
||||
var mt = new MotionTable();
|
||||
mt.DefaultStyle = (DRWMotionCommand)Style;
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)WalkMotion;
|
||||
// R2-Q4: retail-mandatory StyleDefaults (SetDefaultState 0x005230a0)
|
||||
// — route it at IdleMotion (the state we prime through below).
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)IdleMotion;
|
||||
|
||||
int idleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
|
||||
mt.Cycles[idleKey] = Fixtures.MakeMotionData(IdleAnim, framerate: 10f);
|
||||
|
||||
int cycleKey = (int)((Style << 16) | (WalkMotion & 0xFFFFFFu));
|
||||
var cycleMd = new MotionData { Flags = MotionDataFlags.HasVelocity, Velocity = new Vector3(0, 3.12f, 0) };
|
||||
|
|
@ -1404,11 +1555,13 @@ public sealed class AnimationSequencerTests
|
|||
mt.Links[linkOuter] = linkCmdData;
|
||||
|
||||
var loader = new FakeLoader();
|
||||
loader.Register(IdleAnim, idleAnim);
|
||||
loader.Register(CycleAnim, cycleAnim);
|
||||
loader.Register(LinkAnim, linkAnim);
|
||||
|
||||
var seq = new AnimationSequencer(setup, mt, loader);
|
||||
SetCurrentMotion(seq, Style, IdleMotion);
|
||||
// Prime as if already playing IdleMotion — real SetCycle call.
|
||||
seq.SetCycle(Style, IdleMotion);
|
||||
seq.SetCycle(Style, WalkMotion);
|
||||
|
||||
// We just enqueued [link(0)][cycle(3.12 forward)]. Current node is
|
||||
|
|
@ -1432,7 +1585,11 @@ public sealed class AnimationSequencerTests
|
|||
// An Action-class command (mask 0x10) resolves via the Links dict
|
||||
// keyed by (style, currentSubstate) → motion. Example: a ThrustMed
|
||||
// attack while in SwordCombat stance.
|
||||
const uint Style = 0x003Eu; // SwordCombat
|
||||
// R2-Q4: Style needs the 0x80000000 top bit + a StyleDefaults entry
|
||||
// (SetDefaultState 0x005230a0 is retail-mandatory — GetObjectSequence
|
||||
// refuses style==0/substate==0, see
|
||||
// CurrentVelocity_ExposedFromMotionData_WhenHasVelocity).
|
||||
const uint Style = 0x8000003Eu; // SwordCombat
|
||||
const uint IdleMotion = 0x41000003u; // Ready
|
||||
const uint ActionMotion = 0x10000058u; // ThrustMed (Action class)
|
||||
const uint IdleAnimId = 0x03000501u;
|
||||
|
|
@ -1445,6 +1602,7 @@ public sealed class AnimationSequencerTests
|
|||
var setup = Fixtures.MakeSetup(1);
|
||||
var mt = new MotionTable();
|
||||
mt.DefaultStyle = (DRWMotionCommand)Style;
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)IdleMotion;
|
||||
int cycleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
|
||||
mt.Cycles[cycleKey] = Fixtures.MakeMotionData(IdleAnimId, framerate: 10f);
|
||||
|
||||
|
|
@ -1478,7 +1636,9 @@ public sealed class AnimationSequencerTests
|
|||
// values followed by Ready. Retail keeps currState.Substate at Ready
|
||||
// while the action link drains, so the Ready echo must not abort the
|
||||
// in-flight swing.
|
||||
const uint Style = 0x003Du;
|
||||
// R2-Q4: Style needs the 0x80000000 top bit + a StyleDefaults entry
|
||||
// (see PlayAction_Action_ResolvesFromLinksDict).
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint IdleMotion = 0x41000003u;
|
||||
const uint AttackMotion = 0x10000052u;
|
||||
const uint IdleAnimId = 0x03000503u;
|
||||
|
|
@ -1486,6 +1646,7 @@ public sealed class AnimationSequencerTests
|
|||
|
||||
var setup = Fixtures.MakeSetup(1);
|
||||
var mt = new MotionTable { DefaultStyle = (DRWMotionCommand)Style };
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)IdleMotion;
|
||||
int cycleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
|
||||
mt.Cycles[cycleKey] = Fixtures.MakeMotionData(IdleAnimId, framerate: 10f);
|
||||
|
||||
|
|
@ -1513,11 +1674,19 @@ public sealed class AnimationSequencerTests
|
|||
[Fact]
|
||||
public void PlayAction_Modifier_ResolvesFromModifiersDict()
|
||||
{
|
||||
// A Modifier-class command (mask 0x20) — like Jump (0x2500003B) —
|
||||
// resolves from the Modifiers dict, first with style-specific key
|
||||
// then with unstyled fallback. Empirically: the modifier's anim
|
||||
// plays on top of the current cycle.
|
||||
const uint Style = 0x003Du;
|
||||
// R2-Q4 EXPECTED-DIFF (mirrors AnimationSequencerCutoverTraceTests.
|
||||
// S9_TurnModifier): a Modifier-class command (mask 0x20) — like Jump
|
||||
// (0x2500003B) or a turn-while-moving overlay — resolves from the
|
||||
// Modifiers dict, first with style-specific key then with unstyled
|
||||
// fallback (CMotionTable.GetObjectSequence Branch 4). Pre-cutover the
|
||||
// adapter INSERTED the modifier's anim before the cyclic tail — an
|
||||
// acdream invention. Retail Branch 4 is PHYSICS-ONLY combine_motion:
|
||||
// the base cycle's anim list is untouched (no new nodes), and the
|
||||
// modifier contributes velocity/omega on top of the cycle's own,
|
||||
// tracked on the MotionState modifier stack (AP-73 mechanism).
|
||||
// R2-Q4: Style needs the 0x80000000 top bit + a StyleDefaults entry
|
||||
// (see PlayAction_Action_ResolvesFromLinksDict).
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint IdleMotion = 0x41000003u;
|
||||
const uint JumpMotion = 0x2500003Bu; // Modifier class
|
||||
const uint IdleAnimId = 0x03000510u;
|
||||
|
|
@ -1529,12 +1698,18 @@ public sealed class AnimationSequencerTests
|
|||
var setup = Fixtures.MakeSetup(1);
|
||||
var mt = new MotionTable();
|
||||
mt.DefaultStyle = (DRWMotionCommand)Style;
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)IdleMotion;
|
||||
int cycleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
|
||||
mt.Cycles[cycleKey] = Fixtures.MakeMotionData(IdleAnimId, framerate: 10f);
|
||||
|
||||
// Modifier: (Style, Jump)
|
||||
// Modifier: (Style, Jump) — carries an omega contribution (a jump
|
||||
// kick's angular nudge) rather than an anim payload, since Branch 4
|
||||
// never touches the anim list.
|
||||
int modKey = (int)((Style << 16) | (JumpMotion & 0xFFFFFFu));
|
||||
mt.Modifiers[modKey] = Fixtures.MakeMotionData(JumpAnimId, framerate: 10f);
|
||||
var jumpMd = Fixtures.MakeMotionData(JumpAnimId, framerate: 10f);
|
||||
jumpMd.Flags = MotionDataFlags.HasOmega;
|
||||
jumpMd.Omega = new Vector3(0f, 0f, 2.5f);
|
||||
mt.Modifiers[modKey] = jumpMd;
|
||||
|
||||
var loader = new FakeLoader();
|
||||
loader.Register(IdleAnimId, idleAnim);
|
||||
|
|
@ -1542,12 +1717,15 @@ public sealed class AnimationSequencerTests
|
|||
|
||||
var seq = new AnimationSequencer(setup, mt, loader);
|
||||
seq.SetCycle(Style, IdleMotion);
|
||||
int queueBefore = seq.QueueCount;
|
||||
|
||||
seq.PlayAction(JumpMotion);
|
||||
|
||||
var fr = seq.Advance(0.01f);
|
||||
Assert.Single(fr);
|
||||
Assert.Equal(77f, fr[0].Origin.Z, 1);
|
||||
// No anim nodes inserted — the queue is unchanged from before the
|
||||
// modifier fired.
|
||||
Assert.Equal(queueBefore, seq.QueueCount);
|
||||
// The modifier's omega is combined onto the sequence's physics.
|
||||
Assert.Equal(2.5f, seq.CurrentOmega.Z, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
|
|
@ -1557,7 +1735,9 @@ public sealed class AnimationSequencerTests
|
|||
// Action(0x10) | ChatEmote(0x02) | Mappable(0x01). Because the
|
||||
// Action bit is set, they route through the Links-dict lookup just
|
||||
// like attacks. Verifies the class-bit math.
|
||||
const uint Style = 0x003Du;
|
||||
// R2-Q4: Style needs the 0x80000000 top bit + a StyleDefaults entry
|
||||
// (see PlayAction_Action_ResolvesFromLinksDict).
|
||||
const uint Style = 0x8000003Du;
|
||||
const uint IdleMotion = 0x41000003u;
|
||||
const uint WaveMotion = 0x13000087u;
|
||||
const uint IdleAnimId = 0x03000520u;
|
||||
|
|
@ -1569,6 +1749,7 @@ public sealed class AnimationSequencerTests
|
|||
var setup = Fixtures.MakeSetup(1);
|
||||
var mt = new MotionTable();
|
||||
mt.DefaultStyle = (DRWMotionCommand)Style;
|
||||
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)IdleMotion;
|
||||
int cycleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
|
||||
mt.Cycles[cycleKey] = Fixtures.MakeMotionData(IdleAnimId, framerate: 10f);
|
||||
|
||||
|
|
@ -1624,14 +1805,27 @@ public sealed class AnimationSequencerTests
|
|||
|
||||
// ── Helpers ──────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>Expose _framePosition (double) via reflection (test-only).</summary>
|
||||
/// <summary>
|
||||
/// Expose the core CSequence's FrameNumber via reflection (test-only).
|
||||
/// R1-P5 rehost (2026-07-02): _framePosition lived directly on
|
||||
/// AnimationSequencer pre-cutover; it now lives on the private _core
|
||||
/// (CSequence) field as the public FrameNumber. Two-hop reflection:
|
||||
/// grab _core, then its FrameNumber field.
|
||||
/// </summary>
|
||||
private static double GetFramePosition(AnimationSequencer seq)
|
||||
{
|
||||
var field = typeof(AnimationSequencer)
|
||||
.GetField("_framePosition",
|
||||
var coreField = typeof(AnimationSequencer)
|
||||
.GetField("_core",
|
||||
System.Reflection.BindingFlags.NonPublic |
|
||||
System.Reflection.BindingFlags.Instance);
|
||||
return field is null ? -1.0 : (double)field.GetValue(seq)!;
|
||||
var core = coreField?.GetValue(seq);
|
||||
if (core is null) return -1.0;
|
||||
|
||||
var frameNumberField = core.GetType()
|
||||
.GetField("FrameNumber",
|
||||
System.Reflection.BindingFlags.Public |
|
||||
System.Reflection.BindingFlags.Instance);
|
||||
return frameNumberField is null ? -1.0 : (double)frameNumberField.GetValue(core)!;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
|||
|
|
@ -699,8 +699,13 @@ public class BSPQueryTests
|
|||
// Regression guard for the FULL-HIT case in the same Path 5 branch.
|
||||
// Sphere overlaps wall AND moves INTO it: moveDot < 0, cull does NOT
|
||||
// reject, pos_hits_sphere returns 1, Path 5 takes the `if (hit0)`
|
||||
// branch. With engine=null we fall through to the slide fallback
|
||||
// (SetCollisionNormal + SetSlidingNormal + return Slid).
|
||||
// branch. With engine=null we fall through to the real slide
|
||||
// (CSphere::slide_sphere via Transition.SlideSphereInternal). No
|
||||
// contact plane is seeded on this bare Transition, so the slide takes
|
||||
// the wall-only branch (project out the into-wall displacement,
|
||||
// return Slid) — and per retail it must NOT write the sliding normal
|
||||
// (#137 mechanism 2; validate_transition 0x0050ac21 is the only
|
||||
// in-transition writer).
|
||||
var (root, resolved) = BuildSingleWallBsp();
|
||||
|
||||
var transition = new Transition();
|
||||
|
|
@ -731,6 +736,9 @@ public class BSPQueryTests
|
|||
Assert.Equal(TransitionState.Slid, state);
|
||||
Assert.True(transition.CollisionInfo.CollisionNormalValid,
|
||||
"Full hit should set the collision normal (slide fallback).");
|
||||
Assert.False(transition.CollisionInfo.SlidingNormalValid,
|
||||
"find_collisions must not write the sliding normal — retail's " +
|
||||
"only in-transition writer is validate_transition (#137).");
|
||||
Assert.False(transition.SpherePath.NegPolyHit,
|
||||
"Full hit should NOT also fire NegPolyHit — that's the near-miss " +
|
||||
"path only. Retail at acclient_2013_pseudo_c.txt:0053a647 returns " +
|
||||
|
|
|
|||
287
tests/AcDream.Core.Tests/Physics/CylSphereFamilyTests.cs
Normal file
287
tests/AcDream.Core.Tests/Physics/CylSphereFamilyTests.cs
Normal file
|
|
@ -0,0 +1,287 @@
|
|||
using System;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
using Plane = System.Numerics.Plane;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// Conformance tests for the retail <c>CCylSphere</c> collision family port
|
||||
/// (2026-07-05) — dispatcher <c>0x0053b440</c> + <c>step_sphere_down</c>
|
||||
/// <c>0x0053a9b0</c> + <c>step_sphere_up</c> <c>0x0053b310</c> +
|
||||
/// <c>land_on_cylinder</c> <c>0x0053b3d0</c>. Pseudocode:
|
||||
/// docs/research/2026-07-05-ccylsphere-collision-family-pseudocode.md.
|
||||
///
|
||||
/// <para>
|
||||
/// The driving repro: the Holtburg town-network portal platform (stab
|
||||
/// 0xC0A9B465, Setup 0x020019E3) registers a WIDE LOW cylinder
|
||||
/// (r=2.597 m, h=0.256 m). Retail steps a grounded player UP ONTO its flat
|
||||
/// top; the pre-port approximation could only radial-slide, so the player
|
||||
/// orbited the rim forever (launch-137-repro.log, 2026-07-05). These tests
|
||||
/// pin the three retail behaviors the family provides: grounded
|
||||
/// step-up-onto-top, too-tall side slide, and the airborne top landing.
|
||||
/// Synthetic cylinders only — no dat dependency.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public class CylSphereFamilyTests
|
||||
{
|
||||
private readonly ITestOutputHelper _out;
|
||||
public CylSphereFamilyTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
private const uint TestLandblockId = 0xA9B40000u;
|
||||
private const uint TestCellId = TestLandblockId | 0x0001u; // landcell (0,0)
|
||||
|
||||
private const float SphereRadius = 0.48f; // retail player capsule radius
|
||||
private const float SphereHeight = 1.20f;
|
||||
private const float StepUpHeight = 0.60f;
|
||||
private const float StepDownHeight = 0.04f;
|
||||
|
||||
// The live platform's registered shape ([cyl-test] launch-137-repro.log).
|
||||
private const float PlatformRadius = 2.597f;
|
||||
private const float PlatformHeight = 0.256f;
|
||||
|
||||
/// <summary>
|
||||
/// The portal-platform repro: a grounded player walking into the wide low
|
||||
/// cylinder must STEP UP onto its flat top (retail
|
||||
/// grounded branch → step_sphere_up → CTransition::step_up, whose
|
||||
/// step-down probe lands via step_sphere_down's top-disc contact plane) —
|
||||
/// not slide around the rim.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void Grounded_WalkIntoWideLowCylinder_StepsUpOntoTop()
|
||||
{
|
||||
var engine = BuildEngine(out _);
|
||||
RegisterCylinder(engine, entityId: 0xCAFEu,
|
||||
worldPos: new Vector3(12f, 14f, 0f),
|
||||
radius: PlatformRadius, height: PlatformHeight);
|
||||
|
||||
var body = MakeGroundedBody(new Vector3(12f, 10.4f, 0f));
|
||||
Vector3 pos = body.Position;
|
||||
uint cellId = TestCellId;
|
||||
bool grounded = true;
|
||||
var perTick = new Vector3(0f, 0.10f, 0f);
|
||||
|
||||
for (int tick = 0; tick < 40; tick++)
|
||||
{
|
||||
var result = engine.ResolveWithTransition(
|
||||
pos, pos + perTick, cellId,
|
||||
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
|
||||
grounded,
|
||||
body: body,
|
||||
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
|
||||
movingEntityId: 0);
|
||||
|
||||
body.Position = result.Position;
|
||||
pos = result.Position;
|
||||
cellId = result.CellId;
|
||||
grounded = result.IsOnGround;
|
||||
}
|
||||
|
||||
_out.WriteLine($"final pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3}) grounded={grounded}");
|
||||
|
||||
// Rim contact is at Y ≈ 14 − 2.597 − 0.48 = 10.92. Pre-port the player
|
||||
// pinned there (Z stayed 0, Y never passed the rim). Post-port the
|
||||
// player must be standing ON the platform top.
|
||||
Assert.True(pos.Y > 11.5f,
|
||||
$"Player must advance past the rim contact (pre-port it pinned at Y≈10.9); got Y={pos.Y:F3}");
|
||||
Assert.True(MathF.Abs(pos.Z - PlatformHeight) < 0.05f,
|
||||
$"Player must stand ON the platform top (Z≈{PlatformHeight:F3}); got Z={pos.Z:F3}");
|
||||
Assert.True(grounded, "Player must remain grounded after stepping onto the platform");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A tall thin cylinder (the Holtburg torch shape, r=0.2 h=2.2 — #149)
|
||||
/// exceeds step_up_height: the grounded dead-center approach must NOT
|
||||
/// step up and must NOT pass through — retail slides (dead-center the
|
||||
/// crease projection degenerates to a hard stop).
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void Grounded_WalkIntoTallCylinder_BlocksBeforeAxis()
|
||||
{
|
||||
var engine = BuildEngine(out _);
|
||||
RegisterCylinder(engine, entityId: 0xF00Du,
|
||||
worldPos: new Vector3(12f, 14f, 0f),
|
||||
radius: 0.2f, height: 2.2f);
|
||||
|
||||
var body = MakeGroundedBody(new Vector3(12f, 12.6f, 0f));
|
||||
Vector3 pos = body.Position;
|
||||
uint cellId = TestCellId;
|
||||
bool grounded = true;
|
||||
var perTick = new Vector3(0f, 0.10f, 0f);
|
||||
|
||||
for (int tick = 0; tick < 30; tick++)
|
||||
{
|
||||
var result = engine.ResolveWithTransition(
|
||||
pos, pos + perTick, cellId,
|
||||
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
|
||||
grounded,
|
||||
body: body,
|
||||
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
|
||||
movingEntityId: 0);
|
||||
|
||||
body.Position = result.Position;
|
||||
pos = result.Position;
|
||||
cellId = result.CellId;
|
||||
grounded = result.IsOnGround;
|
||||
}
|
||||
|
||||
_out.WriteLine($"final pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3}) grounded={grounded}");
|
||||
|
||||
// Surface contact at Y = 14 − 0.2 − 0.48 = 13.32.
|
||||
Assert.True(pos.Y < 13.4f,
|
||||
$"Tall cylinder must block the dead-center approach; got Y={pos.Y:F3}");
|
||||
Assert.True(pos.Z < 0.5f,
|
||||
$"Player must NOT end up on top of a 2.2 m cylinder; got Z={pos.Z:F3}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Airborne landing: a falling sphere over the platform center must land
|
||||
/// ON the flat top (land_on_cylinder → Collide re-test → branch-5
|
||||
/// exact-TOI rest + top-disc contact plane), not fall through to the
|
||||
/// terrain inside the footprint.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void Airborne_FallOntoWideCylinder_LandsOnTop()
|
||||
{
|
||||
var engine = BuildEngine(out _);
|
||||
RegisterCylinder(engine, entityId: 0xCAFEu,
|
||||
worldPos: new Vector3(12f, 14f, 0f),
|
||||
radius: PlatformRadius, height: PlatformHeight);
|
||||
|
||||
Vector3 pos = new(12f, 14f, 1.0f); // 1 m above the base, over the center
|
||||
uint cellId = TestCellId;
|
||||
bool grounded = false;
|
||||
var perTick = new Vector3(0f, 0f, -0.25f);
|
||||
|
||||
int landedTick = -1;
|
||||
for (int tick = 0; tick < 20; tick++)
|
||||
{
|
||||
var result = engine.ResolveWithTransition(
|
||||
pos, pos + perTick, cellId,
|
||||
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
|
||||
grounded,
|
||||
body: null,
|
||||
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
|
||||
movingEntityId: 0);
|
||||
|
||||
pos = result.Position;
|
||||
cellId = result.CellId;
|
||||
grounded = result.IsOnGround;
|
||||
|
||||
if (grounded) { landedTick = tick; break; }
|
||||
}
|
||||
|
||||
_out.WriteLine($"final pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3}) grounded={grounded} landedTick={landedTick}");
|
||||
|
||||
Assert.True(grounded, "Falling sphere must land (ground) on the platform top");
|
||||
Assert.True(MathF.Abs(pos.Z - PlatformHeight) < 0.05f,
|
||||
$"Landing must rest on the top disc (Z≈{PlatformHeight:F3}), not the terrain " +
|
||||
$"(Z=0) inside the footprint; got Z={pos.Z:F3}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Ethereal cylinders stay fully passable through the caller's Layer-2
|
||||
/// override (pc:276961-276989) — branch 1 detects, the override clears.
|
||||
/// Guards the #150 door behavior against the branch-1 change from the
|
||||
/// old early-OK consume.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void Grounded_EtherealCylinder_IsFullyPassable()
|
||||
{
|
||||
var engine = BuildEngine(out _);
|
||||
RegisterCylinder(engine, entityId: 0xE7E7u,
|
||||
worldPos: new Vector3(12f, 14f, 0f),
|
||||
radius: 0.2f, height: 2.2f,
|
||||
state: 0x4u); // ETHEREAL_PS, non-static
|
||||
|
||||
var body = MakeGroundedBody(new Vector3(12f, 12.6f, 0f));
|
||||
Vector3 pos = body.Position;
|
||||
uint cellId = TestCellId;
|
||||
bool grounded = true;
|
||||
var perTick = new Vector3(0f, 0.10f, 0f);
|
||||
|
||||
for (int tick = 0; tick < 30; tick++)
|
||||
{
|
||||
var result = engine.ResolveWithTransition(
|
||||
pos, pos + perTick, cellId,
|
||||
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
|
||||
grounded,
|
||||
body: body,
|
||||
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
|
||||
movingEntityId: 0);
|
||||
|
||||
body.Position = result.Position;
|
||||
pos = result.Position;
|
||||
cellId = result.CellId;
|
||||
grounded = result.IsOnGround;
|
||||
}
|
||||
|
||||
_out.WriteLine($"final pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3})");
|
||||
|
||||
Assert.True(pos.Y > 14.5f,
|
||||
$"Ethereal cylinder must not block (walked from 12.6 to past the axis); got Y={pos.Y:F3}");
|
||||
}
|
||||
|
||||
// ───────────────────────────────────────────────────────────────
|
||||
// Harness
|
||||
// ───────────────────────────────────────────────────────────────
|
||||
|
||||
private static PhysicsEngine BuildEngine(out PhysicsDataCache cache)
|
||||
{
|
||||
cache = new PhysicsDataCache();
|
||||
var engine = new PhysicsEngine { DataCache = cache };
|
||||
|
||||
// Flat terrain at Z=0 across the whole landblock.
|
||||
var heights = new byte[81];
|
||||
var heightTable = new float[256]; // all zero → terrain Z = 0
|
||||
engine.AddLandblock(
|
||||
landblockId: TestLandblockId,
|
||||
terrain: new TerrainSurface(heights, heightTable),
|
||||
cells: Array.Empty<CellSurface>(),
|
||||
portals: Array.Empty<PortalPlane>(),
|
||||
worldOffsetX: 0f,
|
||||
worldOffsetY: 0f);
|
||||
|
||||
return engine;
|
||||
}
|
||||
|
||||
private static void RegisterCylinder(PhysicsEngine engine, uint entityId,
|
||||
Vector3 worldPos, float radius, float height, uint state = 0u)
|
||||
{
|
||||
engine.ShadowObjects.Register(
|
||||
entityId, gfxObjId: 0u,
|
||||
worldPos, Quaternion.Identity, radius,
|
||||
worldOffsetX: 0f, worldOffsetY: 0f, landblockId: TestLandblockId,
|
||||
collisionType: ShadowCollisionType.Cylinder,
|
||||
cylHeight: height,
|
||||
state: state);
|
||||
}
|
||||
|
||||
private static PhysicsBody MakeGroundedBody(Vector3 position)
|
||||
{
|
||||
var floorPlane = new Plane(Vector3.UnitZ, 0f);
|
||||
var floorVerts = new[]
|
||||
{
|
||||
new Vector3(-100f, -100f, 0f),
|
||||
new Vector3( 100f, -100f, 0f),
|
||||
new Vector3( 100f, 100f, 0f),
|
||||
new Vector3(-100f, 100f, 0f),
|
||||
};
|
||||
|
||||
return new PhysicsBody
|
||||
{
|
||||
Position = position,
|
||||
Orientation = Quaternion.Identity,
|
||||
ContactPlaneValid = true,
|
||||
ContactPlane = floorPlane,
|
||||
ContactPlaneCellId = TestCellId,
|
||||
WalkablePolygonValid = true,
|
||||
WalkablePlane = floorPlane,
|
||||
WalkableVertices = floorVerts,
|
||||
WalkableUp = Vector3.UnitZ,
|
||||
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
|
||||
};
|
||||
}
|
||||
}
|
||||
149
tests/AcDream.Core.Tests/Physics/FramesStationaryFallTests.cs
Normal file
149
tests/AcDream.Core.Tests/Physics/FramesStationaryFallTests.cs
Normal file
|
|
@ -0,0 +1,149 @@
|
|||
using System;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// Conformance tests for the retail frames_stationary_fall (fsf) round-trip
|
||||
/// (validate_transition 0x0050aa70 pc:272625-656; transition seed pc:280940-947;
|
||||
/// ACE Transition.cs:1029-1061). Retires the TS-3 stub.
|
||||
///
|
||||
/// <para>
|
||||
/// The ladder detects a gravity mover that CANNOT advance for successive frames — the
|
||||
/// #182 airborne "stuck in the falling animation" wedge (a jump into a monster crowd
|
||||
/// where the near-horizontal creature normal blocks upward motion). fsf escalates
|
||||
/// 0→1→2→3 while blocked and resets to 0 the moment the mover advances; at fsf≥3 an
|
||||
/// upward contact plane is manufactured so the mover stands on the obstacle. The counter
|
||||
/// round-trips across frames through the Stationary* transient bits (seed→ladder→writeback).
|
||||
/// The velocity "bleed on block" (fsf>1 → v=0) lives in handle_all_collisions (see
|
||||
/// <see cref="HandleAllCollisionsTests"/>); this file proves the counter itself.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public class FramesStationaryFallTests
|
||||
{
|
||||
private readonly ITestOutputHelper _out;
|
||||
public FramesStationaryFallTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
private const uint Lb = 0xA9B40000u;
|
||||
private const uint Cell = Lb | 0x0001u;
|
||||
private const float R = 0.48f, H = 1.835f, StepUp = 0.60f, StepDown = 0.04f;
|
||||
|
||||
private static PhysicsEngine BuildEngine()
|
||||
{
|
||||
var engine = new PhysicsEngine { DataCache = new PhysicsDataCache() };
|
||||
engine.AddLandblock(
|
||||
landblockId: Lb,
|
||||
terrain: new TerrainSurface(new byte[81], new float[256]), // flat terrain at Z=0
|
||||
cells: Array.Empty<CellSurface>(),
|
||||
portals: Array.Empty<PortalPlane>(),
|
||||
worldOffsetX: 0f, worldOffsetY: 0f);
|
||||
return engine;
|
||||
}
|
||||
|
||||
// A creature body sphere at an ARBITRARY height (elevated well above the terrain so the
|
||||
// airborne player never finds a floor and stays airborne — the crowd-jump geometry).
|
||||
private static void RegisterCreatureAt(PhysicsEngine e, uint id, Vector3 center, float radius = R)
|
||||
{
|
||||
e.ShadowObjects.Register(
|
||||
id, gfxObjId: 0u, center, Quaternion.Identity, radius,
|
||||
worldOffsetX: 0f, worldOffsetY: 0f, landblockId: Lb,
|
||||
collisionType: ShadowCollisionType.Sphere,
|
||||
cylHeight: 0f, scale: 1f, state: 0u,
|
||||
flags: EntityCollisionFlags.IsCreature, isStatic: false);
|
||||
}
|
||||
|
||||
private static PhysicsBody AirborneBody(Vector3 pos) => new PhysicsBody
|
||||
{
|
||||
Position = pos,
|
||||
Orientation = Quaternion.Identity,
|
||||
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
|
||||
TransientState = TransientStateFlags.None, // airborne: no Contact / no OnWalkable
|
||||
};
|
||||
|
||||
private ResolveResult Push(PhysicsEngine engine, PhysicsBody body, Vector3 delta, uint cell)
|
||||
=> engine.ResolveWithTransition(
|
||||
body.Position, body.Position + delta, cell,
|
||||
R, H, StepUp, StepDown, isOnGround: false, body: body,
|
||||
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
|
||||
|
||||
[Fact]
|
||||
public void AirborneJumpBlockedOverhead_FsfClimbsTo3_ThenResetsWhenAdvancing()
|
||||
{
|
||||
// The #182 airborne-stuck geometry, distilled: an airborne mover with a persistent
|
||||
// UPWARD intent (a jump) into a creature directly overhead. The collision normal is
|
||||
// vertical, so — unlike a purely-horizontal push, whose sliding normal absorbs the
|
||||
// whole offset and aborts the sweep before the ladder — the up-intent survives every
|
||||
// frame, the sweep runs, and fsf escalates 0→1→2→3 via the Stationary* bit round-trip.
|
||||
var engine = BuildEngine();
|
||||
RegisterCreatureAt(engine, 0xC0B0u, new Vector3(12f, 10f, 4.5f)); // directly overhead
|
||||
|
||||
// Start BELOW the creature so the first frames rise freely (fsf stays 0), then wedge.
|
||||
var body = AirborneBody(new Vector3(12f, 10f, 1f));
|
||||
uint cell = Cell;
|
||||
var up = new Vector3(0f, 0f, 0.6f); // persistent jump intent
|
||||
|
||||
int firstFrameFsf = -1, maxFsf = 0;
|
||||
for (int i = 0; i < 14; i++)
|
||||
{
|
||||
var r = Push(engine, body, up, cell);
|
||||
body.Position = r.Position; cell = r.CellId;
|
||||
if (i == 0) firstFrameFsf = body.FramesStationaryFall;
|
||||
maxFsf = Math.Max(maxFsf, body.FramesStationaryFall);
|
||||
_out.WriteLine($"frame{i,2}: z={body.Position.Z:F3} fsf={body.FramesStationaryFall} " +
|
||||
$"ts=0x{(uint)body.TransientState:X} onGround={r.IsOnGround}");
|
||||
}
|
||||
|
||||
// The first frame rose freely (well below the creature) — advancing keeps fsf at 0.
|
||||
Assert.Equal(0, firstFrameFsf);
|
||||
// Once wedged under the creature, fsf escalated to 3.
|
||||
Assert.True(maxFsf == 3, $"fsf must escalate to 3 while the jump is blocked overhead; got {maxFsf}");
|
||||
// At fsf 3 the ladder manufactured an upward contact plane → grounded on the obstacle
|
||||
// (the retail "glide onto the crowd top").
|
||||
Assert.True(body.ContactPlaneValid, "fsf≥3 should manufacture a contact plane");
|
||||
Assert.True(body.ContactPlane.Normal.Z > 0.99f, "manufactured contact plane points up");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GroundedWallSlide_DoesNotAccumulateFsf()
|
||||
{
|
||||
// A GROUNDED mover pushed into an obstacle is not a "stuck fall" — retail keeps fsf=0
|
||||
// (ACE _redo=1 via the OnWalkable path), so a grounded crowd-jam slides rather than
|
||||
// getting its velocity zeroed. Guards against the fsf-zero breaking grounded wall-slide.
|
||||
var engine = BuildEngine();
|
||||
RegisterCreatureAt(engine, 0xC0C0u, new Vector3(12f, 11.5f, R)); // foot-height creature
|
||||
|
||||
var floor = new Plane(Vector3.UnitZ, 0f);
|
||||
var verts = new[]
|
||||
{
|
||||
new Vector3(-100f, -100f, 0f), new Vector3(100f, -100f, 0f),
|
||||
new Vector3(100f, 100f, 0f), new Vector3(-100f, 100f, 0f),
|
||||
};
|
||||
var body = new PhysicsBody
|
||||
{
|
||||
Position = new Vector3(12f, 10f, 0f),
|
||||
Orientation = Quaternion.Identity,
|
||||
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
|
||||
ContactPlaneValid = true, ContactPlane = floor, ContactPlaneCellId = Cell,
|
||||
WalkablePolygonValid = true, WalkablePlane = floor, WalkableVertices = verts,
|
||||
WalkableUp = Vector3.UnitZ,
|
||||
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
|
||||
};
|
||||
uint cell = Cell;
|
||||
|
||||
int maxFsf = 0;
|
||||
for (int i = 0; i < 40; i++)
|
||||
{
|
||||
var r = engine.ResolveWithTransition(
|
||||
body.Position, body.Position + new Vector3(0f, 0.08f, 0f), cell,
|
||||
R, H, StepUp, StepDown, isOnGround: true, body: body,
|
||||
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
|
||||
body.Position = r.Position; cell = r.CellId;
|
||||
maxFsf = Math.Max(maxFsf, body.FramesStationaryFall);
|
||||
}
|
||||
_out.WriteLine($"grounded push maxFsf={maxFsf}");
|
||||
Assert.Equal(0, maxFsf); // a grounded mover never accumulates a stuck-fall
|
||||
}
|
||||
}
|
||||
111
tests/AcDream.Core.Tests/Physics/HandleAllCollisionsTests.cs
Normal file
111
tests/AcDream.Core.Tests/Physics/HandleAllCollisionsTests.cs
Normal file
|
|
@ -0,0 +1,111 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// Conformance tests for <see cref="PhysicsObjUpdate.HandleAllCollisions"/> — the port of
|
||||
/// retail <c>CPhysicsObj::handle_all_collisions</c> (0x00514780, pc:282647). This is the
|
||||
/// velocity "bleed on block" decision: reflect (fsf≤1) vs zero (fsf>1).
|
||||
/// </summary>
|
||||
public class HandleAllCollisionsTests
|
||||
{
|
||||
private static PhysicsBody Airborne(Vector3 v, int fsf = 0) => new PhysicsBody
|
||||
{
|
||||
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
|
||||
TransientState = TransientStateFlags.None,
|
||||
Velocity = v,
|
||||
FramesStationaryFall = fsf,
|
||||
};
|
||||
|
||||
[Fact]
|
||||
public void Fsf0_AirborneWallHit_ReflectsIntoWallComponent()
|
||||
{
|
||||
var b = Airborne(new Vector3(3f, 0f, 0f)); // moving +X into a wall whose outward normal is -X
|
||||
var n = new Vector3(-1f, 0f, 0f);
|
||||
PhysicsObjUpdate.HandleAllCollisions(b,
|
||||
collisionNormalValid: true, collisionNormal: n,
|
||||
prevContact: false, prevOnWalkable: false, nowOnWalkable: false);
|
||||
// dot = 3*-1 = -3 < 0 → k = -(-3*(0.05+1)) = 3.15 → v += (-1,0,0)*3.15 → x = 3 - 3.15 = -0.15
|
||||
Assert.Equal(-0.15f, b.Velocity.X, precision: 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Fsf0_MovingAwayFromSurface_DoesNotReflect()
|
||||
{
|
||||
var b = Airborne(new Vector3(0f, 0f, 2f)); // moving up, normal also up (already separating)
|
||||
var n = new Vector3(0f, 0f, 1f);
|
||||
PhysicsObjUpdate.HandleAllCollisions(b,
|
||||
collisionNormalValid: true, collisionNormal: n,
|
||||
prevContact: false, prevOnWalkable: false, nowOnWalkable: false);
|
||||
Assert.Equal(2f, b.Velocity.Z); // dot = +2 >= 0 → no reflection
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Fsf2_ZeroesVelocity_TheAirborneStuckBleed()
|
||||
{
|
||||
// The #182 case: a straight-up jump blocked by a near-horizontal creature normal.
|
||||
// At fsf>1 the whole velocity is zeroed so gravity resumes → the player falls/glides off.
|
||||
var b = Airborne(new Vector3(0f, 0f, 18f), fsf: 2);
|
||||
var n = new Vector3(-0.96f, -0.25f, -0.15f);
|
||||
PhysicsObjUpdate.HandleAllCollisions(b,
|
||||
collisionNormalValid: true, collisionNormal: n,
|
||||
prevContact: false, prevOnWalkable: false, nowOnWalkable: false);
|
||||
Assert.Equal(Vector3.Zero, b.Velocity);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Fsf3_ZeroesVelocity_EvenWithoutCollisionNormal()
|
||||
{
|
||||
var b = Airborne(new Vector3(1f, 2f, 18f), fsf: 3);
|
||||
PhysicsObjUpdate.HandleAllCollisions(b,
|
||||
collisionNormalValid: false, collisionNormal: default,
|
||||
prevContact: false, prevOnWalkable: false, nowOnWalkable: false);
|
||||
Assert.Equal(Vector3.Zero, b.Velocity);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void StayingOnWalkable_DoesNotReflect_CorridorWallSlidePreserved()
|
||||
{
|
||||
// Grounded before AND after → should_reflect is false → the tangential wall-slide
|
||||
// velocity is preserved (retail's rule; the corridor shuffle, not a sticky bounce).
|
||||
var b = new PhysicsBody
|
||||
{
|
||||
Velocity = new Vector3(3f, 0f, 0f),
|
||||
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
|
||||
FramesStationaryFall = 0,
|
||||
};
|
||||
var n = new Vector3(-1f, 0f, 0f);
|
||||
PhysicsObjUpdate.HandleAllCollisions(b,
|
||||
collisionNormalValid: true, collisionNormal: n,
|
||||
prevContact: true, prevOnWalkable: true, nowOnWalkable: true);
|
||||
Assert.Equal(3f, b.Velocity.X);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Inelastic_ZeroesInsteadOfReflecting()
|
||||
{
|
||||
var b = Airborne(new Vector3(3f, 0f, 0f));
|
||||
b.State |= PhysicsStateFlags.Inelastic; // spell projectile / missile
|
||||
var n = new Vector3(-1f, 0f, 0f);
|
||||
PhysicsObjUpdate.HandleAllCollisions(b,
|
||||
collisionNormalValid: true, collisionNormal: n,
|
||||
prevContact: false, prevOnWalkable: false, nowOnWalkable: false);
|
||||
Assert.Equal(Vector3.Zero, b.Velocity);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LandingReflects_RetailRuleRestored_NotSuppressed()
|
||||
{
|
||||
// prev airborne → now grounded (a landing). Retail reflects here too (AD-25 retired);
|
||||
// at elasticity 0.05 the effect is a tiny, imperceptible deflection.
|
||||
var b = Airborne(new Vector3(0f, 0f, -5f)); // falling
|
||||
var n = new Vector3(0f, 0f, 1f); // floor normal up
|
||||
PhysicsObjUpdate.HandleAllCollisions(b,
|
||||
collisionNormalValid: true, collisionNormal: n,
|
||||
prevContact: false, prevOnWalkable: false, nowOnWalkable: true);
|
||||
// dot = -5 < 0 → k = -(-5*1.05) = 5.25 → v.z = -5 + 5.25 = 0.25 (tiny bounce)
|
||||
Assert.Equal(0.25f, b.Velocity.Z, precision: 3);
|
||||
}
|
||||
}
|
||||
78
tests/AcDream.Core.Tests/Physics/InWorldLinkGuardTests.cs
Normal file
78
tests/AcDream.Core.Tests/Physics/InWorldLinkGuardTests.cs
Normal file
|
|
@ -0,0 +1,78 @@
|
|||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V5 door-swing fix (2026-07-03, register TS-40): CMotionInterp's
|
||||
/// dispatch tails strip link animations for DETACHED objects only (retail
|
||||
/// <c>if (physics_obj->cell == 0) RemoveLinkAnimations</c>, raw @305627).
|
||||
/// The old proxy (<c>CellPosition.ObjCellId == 0</c>) was seeded only by
|
||||
/// the local player's SnapToCell, so every REMOTE body read "detached" and
|
||||
/// every dispatched transition link (door open/close swings, remote
|
||||
/// walk↔run links) was stripped the same tick it was appended — the pose
|
||||
/// snapped straight to the new cycle. These pin the corrected
|
||||
/// <see cref="PhysicsBody.InWorld"/> guard polarity.
|
||||
/// </summary>
|
||||
public class InWorldLinkGuardTests
|
||||
{
|
||||
[Fact]
|
||||
public void InWorldBody_DispatchKeepsTransitionLinks()
|
||||
{
|
||||
var body = new PhysicsBody
|
||||
{
|
||||
InWorld = true,
|
||||
TransientState = TransientStateFlags.Contact
|
||||
| TransientStateFlags.OnWalkable
|
||||
| TransientStateFlags.Active,
|
||||
};
|
||||
var interp = new MotionInterpreter(body);
|
||||
int strips = 0;
|
||||
interp.RemoveLinkAnimations = () => strips++;
|
||||
|
||||
interp.DoInterpretedMotion(MotionCommand.WalkForward, new MovementParameters());
|
||||
|
||||
Assert.Equal(0, strips);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DetachedBody_DispatchStripsLinks_RetailGuard()
|
||||
{
|
||||
var body = new PhysicsBody
|
||||
{
|
||||
// InWorld left false — retail's pre-enter_world detached state.
|
||||
TransientState = TransientStateFlags.Contact
|
||||
| TransientStateFlags.OnWalkable
|
||||
| TransientStateFlags.Active,
|
||||
};
|
||||
var interp = new MotionInterpreter(body);
|
||||
int strips = 0;
|
||||
interp.RemoveLinkAnimations = () => strips++;
|
||||
|
||||
interp.DoInterpretedMotion(MotionCommand.WalkForward, new MovementParameters());
|
||||
|
||||
Assert.Equal(1, strips);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoteShapedBody_StopCompletely_KeepsLinksToo()
|
||||
{
|
||||
// The other two guard sites (StopCompletely / StopInterpretedMotion)
|
||||
// share the same InWorld polarity.
|
||||
var body = new PhysicsBody
|
||||
{
|
||||
InWorld = true,
|
||||
TransientState = TransientStateFlags.Contact
|
||||
| TransientStateFlags.OnWalkable
|
||||
| TransientStateFlags.Active,
|
||||
};
|
||||
var interp = new MotionInterpreter(body);
|
||||
int strips = 0;
|
||||
interp.RemoveLinkAnimations = () => strips++;
|
||||
|
||||
interp.StopCompletely();
|
||||
|
||||
Assert.Equal(0, strips);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,518 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Options;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
using Env = System.Environment;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// #137 corridor-seam inspection (2026-07-05, Facility Hub). Live probe
|
||||
/// evidence (launch-175-verify2.log:42858): crossing corridor cells
|
||||
/// 0x8A02016E → 0x8A02017A at world x≈85.25 records a wall hit with normal
|
||||
/// (−1,0,0) — pointing straight back against the movement — after which the
|
||||
/// stale sliding normal wedges all forward motion (ok=False hit=no, offset
|
||||
/// projected to zero). Question this dump answers: does cell 0x8A02017A's
|
||||
/// PHYSICS polygon set contain a portal-spanning polygon at its entry plane
|
||||
/// (normal ≈ ±X at the portal's local X) — i.e., are portal-sealing polys in
|
||||
/// our collision set where retail filters them?
|
||||
/// </summary>
|
||||
public class Issue137CorridorSeamInspectionTests
|
||||
{
|
||||
private readonly ITestOutputHelper _out;
|
||||
public Issue137CorridorSeamInspectionTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
[Theory]
|
||||
[InlineData(0x8A02016Eu)]
|
||||
[InlineData(0x8A02017Au)]
|
||||
[InlineData(0x8A02011Eu)] // the under-floor room the corridor's floor-portals lead to
|
||||
[InlineData(0x8A020179u)] // the ramp corridor cell with the window (the #137 window-climb repro)
|
||||
[InlineData(0x8A02017Eu)] // the cell beyond the window the player climbed into
|
||||
public void CorridorCell_PhysicsPolysAndPortals_DatInspection(uint envCellId)
|
||||
{
|
||||
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
|
||||
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
|
||||
"Documents", "Asheron's Call");
|
||||
if (!Directory.Exists(datDir))
|
||||
{
|
||||
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
|
||||
return;
|
||||
}
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
var envCell = dats.Get<EnvCell>(envCellId);
|
||||
Assert.NotNull(envCell);
|
||||
_out.WriteLine($"=== EnvCell 0x{envCellId:X8} ===");
|
||||
_out.WriteLine($" pos=({envCell!.Position.Origin.X:F2},{envCell.Position.Origin.Y:F2},{envCell.Position.Origin.Z:F2}) " +
|
||||
$"rot=({envCell.Position.Orientation.X:F3},{envCell.Position.Orientation.Y:F3},{envCell.Position.Orientation.Z:F3},{envCell.Position.Orientation.W:F3})");
|
||||
_out.WriteLine($" EnvironmentId=0x{envCell.EnvironmentId:X4} CellStructure={envCell.CellStructure}");
|
||||
_out.WriteLine($" CellPortals={envCell.CellPortals.Count}");
|
||||
foreach (var p in envCell.CellPortals)
|
||||
_out.WriteLine($" portal poly={p.PolygonId} other=0x{p.OtherCellId:X4} flags={p.Flags}");
|
||||
|
||||
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell.EnvironmentId);
|
||||
Assert.NotNull(environment);
|
||||
Assert.True(environment!.Cells.TryGetValue(envCell.CellStructure, out var cs));
|
||||
|
||||
_out.WriteLine($" PhysicsPolygons={cs!.PhysicsPolygons.Count} (portal-relevant normals below)");
|
||||
foreach (var (id, poly) in cs.PhysicsPolygons)
|
||||
{
|
||||
// Compute the face normal from the vertex fan (same math as
|
||||
// PhysicsDataCache.ResolvePolygons).
|
||||
var verts = poly.VertexIds;
|
||||
if (verts.Count < 3) continue;
|
||||
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[0], out var v0)) continue;
|
||||
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[1], out var v1)) continue;
|
||||
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[2], out var v2)) continue;
|
||||
var n = System.Numerics.Vector3.Normalize(System.Numerics.Vector3.Cross(
|
||||
v1.Origin - v0.Origin, v2.Origin - v0.Origin));
|
||||
|
||||
// Only print near-horizontal-normal polys (walls) — the seam wall
|
||||
// candidates; floors/ceilings are noise here.
|
||||
if (MathF.Abs(n.Z) > 0.3f) continue;
|
||||
_out.WriteLine($" poly {id}: n=({n.X:F2},{n.Y:F2},{n.Z:F2}) v0=({v0.Origin.X:F2},{v0.Origin.Y:F2},{v0.Origin.Z:F2}) verts={verts.Count} sides={poly.SidesType} stip={poly.Stippling}");
|
||||
}
|
||||
|
||||
// The portal polygons live in the VISUAL polygon set — print their
|
||||
// ids so overlap with the physics set (same id space?) is visible.
|
||||
_out.WriteLine($" VisualPolygons={cs.Polygons.Count}");
|
||||
foreach (var p in envCell.CellPortals)
|
||||
{
|
||||
if (cs.Polygons.TryGetValue((ushort)p.PolygonId, out var vp))
|
||||
{
|
||||
_out.WriteLine($" portal-poly {p.PolygonId} IS in the visual set (verts={vp.VertexIds.Count})");
|
||||
bool inPhysics = cs.PhysicsPolygons.ContainsKey((ushort)p.PolygonId);
|
||||
_out.WriteLine($" portal-poly {p.PolygonId} in PHYSICS set: {inPhysics}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Mechanism-1 follow-up (2026-07-06): being in the CellStruct's
|
||||
/// <c>PhysicsPolygons</c> TABLE does not mean the physics BSP ever tests a
|
||||
/// polygon — retail's <c>BSPLEAF::sphere_intersects_poly</c> (0x0053d580)
|
||||
/// iterates the LEAF's <c>in_polys</c> index list (leaf construction
|
||||
/// 0x0053d4a0: <c>in_polys[i] = &pack_poly[index]</c>), and our
|
||||
/// BSPQuery walks the dat's PhysicsBSP leaves the same way. This dump
|
||||
/// answers: do the physics-BSP LEAVES of the corridor cells reference the
|
||||
/// portal polygons? If yes, retail's own BSP query would test them too
|
||||
/// (→ the passable mechanism must be transit/approach-side — the cdb
|
||||
/// question). If no, our collision is testing polys retail never reaches
|
||||
/// (→ a desk-fixable acdream divergence).
|
||||
/// </summary>
|
||||
[Theory]
|
||||
[InlineData(0x8A02016Eu)]
|
||||
[InlineData(0x8A02017Au)]
|
||||
public void CorridorCell_PhysicsBspLeafMembership_OfPortalPolys(uint envCellId)
|
||||
{
|
||||
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
|
||||
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
|
||||
"Documents", "Asheron's Call");
|
||||
if (!Directory.Exists(datDir))
|
||||
{
|
||||
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
|
||||
return;
|
||||
}
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
var envCell = dats.Get<EnvCell>(envCellId);
|
||||
Assert.NotNull(envCell);
|
||||
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell!.EnvironmentId);
|
||||
Assert.NotNull(environment);
|
||||
Assert.True(environment!.Cells.TryGetValue(envCell.CellStructure, out var cs));
|
||||
|
||||
var portalPolyIds = new System.Collections.Generic.HashSet<ushort>();
|
||||
foreach (var p in envCell.CellPortals)
|
||||
portalPolyIds.Add((ushort)p.PolygonId);
|
||||
|
||||
_out.WriteLine($"=== EnvCell 0x{envCellId:X8} — physics BSP leaf membership ===");
|
||||
_out.WriteLine($" Env=0x{envCell.EnvironmentId:X4} struct={envCell.CellStructure} " +
|
||||
$"portalPolyIds=[{string.Join(",", portalPolyIds)}] " +
|
||||
$"physicsTable=[{string.Join(",", cs!.PhysicsPolygons.Keys)}]");
|
||||
|
||||
var root = cs.PhysicsBSP?.Root;
|
||||
Assert.NotNull(root);
|
||||
|
||||
int leafCount = 0;
|
||||
var leafPolyIds = new System.Collections.Generic.HashSet<ushort>();
|
||||
var portalPolyLeafHits = new System.Collections.Generic.List<string>();
|
||||
var stack = new System.Collections.Generic.Stack<(DatReaderWriter.Types.PhysicsBSPNode Node, string Path)>();
|
||||
stack.Push((root!, "R"));
|
||||
while (stack.Count > 0)
|
||||
{
|
||||
var (n, path) = stack.Pop();
|
||||
if (n.Polygons is { Count: > 0 })
|
||||
{
|
||||
leafCount++;
|
||||
foreach (var pid in n.Polygons)
|
||||
{
|
||||
leafPolyIds.Add(pid);
|
||||
if (portalPolyIds.Contains(pid))
|
||||
portalPolyLeafHits.Add($"poly {pid} in leaf@{path} (type={n.Type}, polys=[{string.Join(",", n.Polygons)}])");
|
||||
}
|
||||
}
|
||||
if (n.PosNode is not null) stack.Push((n.PosNode, path + "+"));
|
||||
if (n.NegNode is not null) stack.Push((n.NegNode, path + "-"));
|
||||
}
|
||||
|
||||
_out.WriteLine($" BSP leaves-with-polys={leafCount} distinctLeafPolyIds=[{string.Join(",", leafPolyIds)}]");
|
||||
var tableNotInLeaves = new System.Collections.Generic.List<ushort>();
|
||||
foreach (var pid in cs.PhysicsPolygons.Keys)
|
||||
if (!leafPolyIds.Contains(pid))
|
||||
tableNotInLeaves.Add(pid);
|
||||
_out.WriteLine($" physics-table polys NOT referenced by any BSP leaf: [{string.Join(",", tableNotInLeaves)}]");
|
||||
|
||||
if (portalPolyLeafHits.Count == 0)
|
||||
{
|
||||
_out.WriteLine(" >>> NO portal polygon is referenced by any physics-BSP leaf — " +
|
||||
"retail's sphere_intersects_poly never tests them from this cell's BSP.");
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var hit in portalPolyLeafHits)
|
||||
_out.WriteLine($" >>> PORTAL POLY IN PHYSICS LEAF: {hit}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #137 window climb: the dat truth for the player's collision spheres.
|
||||
/// Our InitPath places the head sphere at (sphereHeight − radius) = 0.72
|
||||
/// (capsule top 1.2 m); retail collides with the Setup's SPHERE LIST
|
||||
/// verbatim (CPhysicsObj::transition → init_sphere(GetNumSphere,
|
||||
/// GetSphere, scale)). Print human Setup 0x02000001's spheres.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void HumanSetup_CollisionSpheres_DatTruth()
|
||||
{
|
||||
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
|
||||
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
|
||||
"Documents", "Asheron's Call");
|
||||
if (!Directory.Exists(datDir))
|
||||
{
|
||||
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
|
||||
return;
|
||||
}
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var setup = dats.Get<DatReaderWriter.DBObjs.Setup>(0x02000001u);
|
||||
Assert.NotNull(setup);
|
||||
|
||||
_out.WriteLine($"Setup 0x02000001: Height={setup!.Height:F3} Radius={setup.Radius:F3} " +
|
||||
$"StepUp={setup.StepUpHeight:F3} StepDown={setup.StepDownHeight:F3}");
|
||||
_out.WriteLine($"Spheres ({setup.Spheres.Count}):");
|
||||
foreach (var s in setup.Spheres)
|
||||
_out.WriteLine($" origin=({s.Origin.X:F3},{s.Origin.Y:F3},{s.Origin.Z:F3}) r={s.Radius:F3}");
|
||||
_out.WriteLine($"CylSpheres ({setup.CylSpheres.Count}):");
|
||||
foreach (var c in setup.CylSpheres)
|
||||
_out.WriteLine($" origin=({c.Origin.X:F3},{c.Origin.Y:F3},{c.Origin.Z:F3}) r={c.Radius:F3} h={c.Height:F3}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #137 window-climb geometry (2026-07-06): full world-space vertex dump
|
||||
/// of the shaft cell 0x8A02017E (all physics polys) and 0x8A020179's
|
||||
/// south-wall family — the opening's lintel/ceiling spans decide where
|
||||
/// retail blocks the head.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void WindowShaft_FullPolyDump()
|
||||
{
|
||||
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
|
||||
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
|
||||
"Documents", "Asheron's Call");
|
||||
if (!Directory.Exists(datDir))
|
||||
{
|
||||
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
|
||||
return;
|
||||
}
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
foreach (var cellId in new[] { 0x8A02017Eu, 0x8A020179u })
|
||||
{
|
||||
var envCell = dats.Get<EnvCell>(cellId);
|
||||
Assert.NotNull(envCell);
|
||||
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell!.EnvironmentId);
|
||||
Assert.True(environment!.Cells.TryGetValue(envCell.CellStructure, out var cs));
|
||||
|
||||
var rot = new System.Numerics.Quaternion(
|
||||
envCell.Position.Orientation.X, envCell.Position.Orientation.Y,
|
||||
envCell.Position.Orientation.Z, envCell.Position.Orientation.W);
|
||||
var world = System.Numerics.Matrix4x4.CreateFromQuaternion(rot)
|
||||
* System.Numerics.Matrix4x4.CreateTranslation(
|
||||
envCell.Position.Origin.X, envCell.Position.Origin.Y, envCell.Position.Origin.Z);
|
||||
|
||||
_out.WriteLine($"=== 0x{cellId:X8} full physics polys (world verts) ===");
|
||||
foreach (var (id, poly) in cs!.PhysicsPolygons)
|
||||
{
|
||||
var verts = poly.VertexIds;
|
||||
if (verts.Count < 3) continue;
|
||||
var w = new System.Collections.Generic.List<System.Numerics.Vector3>();
|
||||
foreach (var vid in verts)
|
||||
if (cs.VertexArray.Vertices.TryGetValue((ushort)vid, out var v))
|
||||
w.Add(System.Numerics.Vector3.Transform(v.Origin, world));
|
||||
var n = System.Numerics.Vector3.Normalize(
|
||||
System.Numerics.Vector3.Cross(w[1] - w[0], w[2] - w[0]));
|
||||
|
||||
// 017E: everything. 0179: south-wall family + ceilings only.
|
||||
if (cellId == 0x8A020179u && MathF.Abs(n.Y) < 0.3f && n.Z > -0.3f) continue;
|
||||
|
||||
var vs = string.Join(" ", w.ConvertAll(p => $"({p.X:F2},{p.Y:F2},{p.Z:F2})"));
|
||||
_out.WriteLine($" poly {id}: n=({n.X:F2},{n.Y:F2},{n.Z:F2}) verts={vs}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Mechanism-1 re-characterization (2026-07-06): the live hit normal
|
||||
/// (−1.00, 0.03, −0.03) at world (85.253, −39.776, −5.992) matches NO
|
||||
/// physics polygon of either corridor cell — 0x8A02016E (identity
|
||||
/// rotation) and 0x8A02017A (180° Z) both have only ±Y-normal wall polys,
|
||||
/// and the PortalSide portals to 0x011E (polys 1/3/5) are ±Y planes
|
||||
/// 1.4 m north of the player's track, perpendicular to the +X run — the
|
||||
/// pos_hits_sphere directional cull rejects them for this movement. This
|
||||
/// sweep hunts the ACTUAL culprit: every physics poly of the seam cell +
|
||||
/// all portal-adjacent neighbors, world-transformed, scored against the
|
||||
/// hit point + normal.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void CorridorSeam_FindPolygonMatchingLiveHit()
|
||||
{
|
||||
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
|
||||
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
|
||||
"Documents", "Asheron's Call");
|
||||
if (!Directory.Exists(datDir))
|
||||
{
|
||||
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
|
||||
return;
|
||||
}
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
// Live evidence (launch-175-verify2.log:42858).
|
||||
var hitPoint = new System.Numerics.Vector3(85.253f, -39.776f, -5.992f);
|
||||
var hitNormal = new System.Numerics.Vector3(-1.00f, 0.03f, -0.03f);
|
||||
hitNormal = System.Numerics.Vector3.Normalize(hitNormal);
|
||||
const float sphereRadius = 0.48f;
|
||||
|
||||
// Seam cells + every portal-adjacent neighbor of both.
|
||||
var cellIds = new System.Collections.Generic.HashSet<uint>
|
||||
{
|
||||
0x8A02016Eu, 0x8A02017Au,
|
||||
};
|
||||
foreach (var seed in new[] { 0x8A02016Eu, 0x8A02017Au })
|
||||
{
|
||||
var seedCell = dats.Get<EnvCell>(seed);
|
||||
if (seedCell is null) continue;
|
||||
foreach (var p in seedCell.CellPortals)
|
||||
cellIds.Add(0x8A020000u | p.OtherCellId);
|
||||
}
|
||||
|
||||
foreach (var cellId in cellIds)
|
||||
{
|
||||
var envCell = dats.Get<EnvCell>(cellId);
|
||||
if (envCell is null) { _out.WriteLine($"cell 0x{cellId:X8}: NOT FOUND"); continue; }
|
||||
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell.EnvironmentId);
|
||||
if (environment is null || !environment.Cells.TryGetValue(envCell.CellStructure, out var cs))
|
||||
continue;
|
||||
|
||||
var rot = new System.Numerics.Quaternion(
|
||||
envCell.Position.Orientation.X, envCell.Position.Orientation.Y,
|
||||
envCell.Position.Orientation.Z, envCell.Position.Orientation.W);
|
||||
var world = System.Numerics.Matrix4x4.CreateFromQuaternion(rot)
|
||||
* System.Numerics.Matrix4x4.CreateTranslation(
|
||||
envCell.Position.Origin.X, envCell.Position.Origin.Y, envCell.Position.Origin.Z);
|
||||
|
||||
var portalPolyIds = new System.Collections.Generic.HashSet<ushort>();
|
||||
foreach (var p in envCell.CellPortals) portalPolyIds.Add((ushort)p.PolygonId);
|
||||
|
||||
foreach (var (id, poly) in cs!.PhysicsPolygons)
|
||||
{
|
||||
var verts = poly.VertexIds;
|
||||
if (verts.Count < 3) continue;
|
||||
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[0], out var v0)) continue;
|
||||
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[1], out var v1)) continue;
|
||||
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[2], out var v2)) continue;
|
||||
|
||||
var w0 = System.Numerics.Vector3.Transform(v0.Origin, world);
|
||||
var w1 = System.Numerics.Vector3.Transform(v1.Origin, world);
|
||||
var w2 = System.Numerics.Vector3.Transform(v2.Origin, world);
|
||||
var n = System.Numerics.Vector3.Normalize(
|
||||
System.Numerics.Vector3.Cross(w1 - w0, w2 - w0));
|
||||
|
||||
float align = System.Numerics.Vector3.Dot(n, hitNormal);
|
||||
// |align|: the vertex-fan winding convention can flip the
|
||||
// computed normal vs the physics plane's true facing — accept
|
||||
// both signs (2026-07-06 sweep flaw fix).
|
||||
if (MathF.Abs(align) < 0.95f) continue; // within ~18° of the recorded normal
|
||||
|
||||
// Plane distance from the hit point.
|
||||
float d = -System.Numerics.Vector3.Dot(n, w0);
|
||||
float dist = System.Numerics.Vector3.Dot(n, hitPoint) + d;
|
||||
if (MathF.Abs(dist) > sphereRadius + 0.1f) continue;
|
||||
|
||||
// Rough proximity: hit point near the polygon's vertex span.
|
||||
float minX = MathF.Min(w0.X, MathF.Min(w1.X, w2.X)) - 1f;
|
||||
float maxX = MathF.Max(w0.X, MathF.Max(w1.X, w2.X)) + 1f;
|
||||
float minY = MathF.Min(w0.Y, MathF.Min(w1.Y, w2.Y)) - 1f;
|
||||
float maxY = MathF.Max(w0.Y, MathF.Max(w1.Y, w2.Y)) + 1f;
|
||||
if (hitPoint.X < minX || hitPoint.X > maxX ||
|
||||
hitPoint.Y < minY || hitPoint.Y > maxY) continue;
|
||||
|
||||
_out.WriteLine(
|
||||
$">>> CANDIDATE cell=0x{cellId:X8} poly={id} " +
|
||||
$"worldN=({n.X:F3},{n.Y:F3},{n.Z:F3}) align={align:F3} planeDist={dist:F3} " +
|
||||
$"isPortalPoly={portalPolyIds.Contains(id)} " +
|
||||
$"w0=({w0.X:F2},{w0.Y:F2},{w0.Z:F2}) w1=({w1.X:F2},{w1.Y:F2},{w1.Z:F2}) w2=({w2.X:F2},{w2.Y:F2},{w2.Z:F2}) " +
|
||||
$"verts={verts.Count} sides={poly.SidesType} stip={poly.Stippling}");
|
||||
}
|
||||
}
|
||||
_out.WriteLine("(sweep complete)");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Entry-poly hunt: the synthetic reversed-movement collision normal is
|
||||
/// produced by slide_sphere's opposing-normals branch, which needs an
|
||||
/// INPUT collision normal anti-parallel to the grounded contact plane —
|
||||
/// i.e., a DOWNWARD-facing polygon (lintel / arch underside). Those were
|
||||
/// filtered out of the wall dump (|n.Z| > 0.3). Sweep both corridor
|
||||
/// cells for downward polys near the seam column and print where their
|
||||
/// planes sit relative to the player's head sphere.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void CorridorSeam_DownwardPolysNearSeam()
|
||||
{
|
||||
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
|
||||
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
|
||||
"Documents", "Asheron's Call");
|
||||
if (!Directory.Exists(datDir))
|
||||
{
|
||||
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
|
||||
return;
|
||||
}
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
foreach (var cellId in new[] { 0x8A02016Eu, 0x8A02017Au })
|
||||
{
|
||||
var envCell = dats.Get<EnvCell>(cellId);
|
||||
Assert.NotNull(envCell);
|
||||
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell!.EnvironmentId);
|
||||
Assert.NotNull(environment);
|
||||
Assert.True(environment!.Cells.TryGetValue(envCell.CellStructure, out var cs));
|
||||
|
||||
var rot = new System.Numerics.Quaternion(
|
||||
envCell.Position.Orientation.X, envCell.Position.Orientation.Y,
|
||||
envCell.Position.Orientation.Z, envCell.Position.Orientation.W);
|
||||
var world = System.Numerics.Matrix4x4.CreateFromQuaternion(rot)
|
||||
* System.Numerics.Matrix4x4.CreateTranslation(
|
||||
envCell.Position.Origin.X, envCell.Position.Origin.Y, envCell.Position.Origin.Z);
|
||||
|
||||
_out.WriteLine($"=== 0x{cellId:X8} downward physics polys (n.Z < -0.3) ===");
|
||||
foreach (var (id, poly) in cs!.PhysicsPolygons)
|
||||
{
|
||||
var verts = poly.VertexIds;
|
||||
if (verts.Count < 3) continue;
|
||||
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[0], out var v0)) continue;
|
||||
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[1], out var v1)) continue;
|
||||
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[2], out var v2)) continue;
|
||||
|
||||
var w0 = System.Numerics.Vector3.Transform(v0.Origin, world);
|
||||
var w1 = System.Numerics.Vector3.Transform(v1.Origin, world);
|
||||
var w2 = System.Numerics.Vector3.Transform(v2.Origin, world);
|
||||
var n = System.Numerics.Vector3.Normalize(
|
||||
System.Numerics.Vector3.Cross(w1 - w0, w2 - w0));
|
||||
if (n.Z > -0.3f) continue;
|
||||
|
||||
// Only near the seam column the player crossed.
|
||||
float minX = MathF.Min(w0.X, MathF.Min(w1.X, w2.X));
|
||||
float maxX = MathF.Max(w0.X, MathF.Max(w1.X, w2.X));
|
||||
if (maxX < 83.5f || minX > 87.0f) continue;
|
||||
|
||||
var allW = new System.Collections.Generic.List<System.Numerics.Vector3>();
|
||||
foreach (var vid in verts)
|
||||
if (cs.VertexArray.Vertices.TryGetValue((ushort)vid, out var vv))
|
||||
allW.Add(System.Numerics.Vector3.Transform(vv.Origin, world));
|
||||
float minZ = float.MaxValue, maxZ = float.MinValue, minY = float.MaxValue, maxY = float.MinValue;
|
||||
foreach (var w in allW)
|
||||
{
|
||||
minZ = MathF.Min(minZ, w.Z); maxZ = MathF.Max(maxZ, w.Z);
|
||||
minY = MathF.Min(minY, w.Y); maxY = MathF.Max(maxY, w.Y);
|
||||
}
|
||||
|
||||
_out.WriteLine(
|
||||
$" poly {id}: worldN=({n.X:F2},{n.Y:F2},{n.Z:F2}) x=[{minX:F2},{maxX:F2}] " +
|
||||
$"y=[{minY:F2},{maxY:F2}] z=[{minZ:F2},{maxZ:F2}] verts={verts.Count} " +
|
||||
$"sides={poly.SidesType} stip={poly.Stippling}");
|
||||
}
|
||||
}
|
||||
_out.WriteLine("(downward sweep complete)");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 2026-07-06 gate-session follow-up: seam crossings SUCCEED at
|
||||
/// y≈−40.8..−41.2 and BLOCK at y≈−39.5..−39.8 (cell-transit log,
|
||||
/// launch-137-corridor-gate.log). A y-dependent boundary with no physics
|
||||
/// polygon culprit points at the PORTAL POLYGONS — if the doorway
|
||||
/// openings don't span the full corridor width, the transit/membership
|
||||
/// machinery only hands the sphere to the neighbor inside the portal
|
||||
/// poly's span. Dump every portal polygon's world-space vertex extent.
|
||||
/// </summary>
|
||||
[Theory]
|
||||
[InlineData(0x8A02016Eu)]
|
||||
[InlineData(0x8A02017Au)]
|
||||
public void CorridorCell_PortalPolygonWorldSpans(uint envCellId)
|
||||
{
|
||||
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
|
||||
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
|
||||
"Documents", "Asheron's Call");
|
||||
if (!Directory.Exists(datDir))
|
||||
{
|
||||
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
|
||||
return;
|
||||
}
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
var envCell = dats.Get<EnvCell>(envCellId);
|
||||
Assert.NotNull(envCell);
|
||||
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell!.EnvironmentId);
|
||||
Assert.NotNull(environment);
|
||||
Assert.True(environment!.Cells.TryGetValue(envCell.CellStructure, out var cs));
|
||||
|
||||
var rot = new System.Numerics.Quaternion(
|
||||
envCell.Position.Orientation.X, envCell.Position.Orientation.Y,
|
||||
envCell.Position.Orientation.Z, envCell.Position.Orientation.W);
|
||||
var world = System.Numerics.Matrix4x4.CreateFromQuaternion(rot)
|
||||
* System.Numerics.Matrix4x4.CreateTranslation(
|
||||
envCell.Position.Origin.X, envCell.Position.Origin.Y, envCell.Position.Origin.Z);
|
||||
|
||||
_out.WriteLine($"=== 0x{envCellId:X8} portal polygons (world spans) ===");
|
||||
foreach (var p in envCell.CellPortals)
|
||||
{
|
||||
if (!cs!.Polygons.TryGetValue((ushort)p.PolygonId, out var poly))
|
||||
{
|
||||
_out.WriteLine($" portal poly {p.PolygonId} -> 0x{p.OtherCellId:X4} {p.Flags}: NOT in visual set");
|
||||
continue;
|
||||
}
|
||||
|
||||
var min = new System.Numerics.Vector3(float.MaxValue);
|
||||
var max = new System.Numerics.Vector3(float.MinValue);
|
||||
foreach (var vid in poly.VertexIds)
|
||||
{
|
||||
if (!cs.VertexArray.Vertices.TryGetValue((ushort)vid, out var v)) continue;
|
||||
var w = System.Numerics.Vector3.Transform(v.Origin, world);
|
||||
min = System.Numerics.Vector3.Min(min, w);
|
||||
max = System.Numerics.Vector3.Max(max, w);
|
||||
}
|
||||
_out.WriteLine(
|
||||
$" portal poly {p.PolygonId} -> 0x{p.OtherCellId:X4} [{p.Flags}] " +
|
||||
$"x=[{min.X:F2},{max.X:F2}] y=[{min.Y:F2},{max.Y:F2}] z=[{min.Z:F2},{max.Z:F2}] " +
|
||||
$"verts={poly.VertexIds.Count}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,500 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Numerics;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Options;
|
||||
using AcDream.Core.Physics;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
using Env = System.Environment;
|
||||
using Plane = System.Numerics.Plane;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// #137 corridor-seam replay (2026-07-06) — dat-backed reproduction of the
|
||||
/// Facility Hub phantom hit (launch-175-verify2.log:42858): running +X down
|
||||
/// the corridor, crossing 0x8A02016E → 0x8A02017A at x≈85.25, the live
|
||||
/// client recorded `ok=True hit=yes n=(−1.00,0.03,−0.03)` with full advance,
|
||||
/// persisted the sliding normal, and every later forward resolve absorbed to
|
||||
/// zero (`ok=False hit=no`).
|
||||
///
|
||||
/// <para>
|
||||
/// Dat facts pinned by <see cref="Issue137CorridorSeamInspectionTests"/>:
|
||||
/// neither corridor cell (nor any portal-adjacent neighbor) has a physics
|
||||
/// polygon whose plane matches that normal near the hit point — the recorded
|
||||
/// normal is SYNTHETIC (the negated movement direction), which is exactly
|
||||
/// what slide_sphere's opposing-normals branch records. Retail
|
||||
/// (<c>CSphere::slide_sphere</c> 0x00537440 @0x0053762c) returns
|
||||
/// COLLIDED_TS from that branch; our port returned OK — letting the step
|
||||
/// complete with full advance and the synthetic normal persisted.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// This replay drives the real engine over the real dat cells with the
|
||||
/// live-log positions and player dimensions, and pins: the seam crossing
|
||||
/// must complete WITHOUT persisting a sliding normal, and continued forward
|
||||
/// running must keep advancing (no absorbing wedge).
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public class Issue137CorridorSeamReplayTests
|
||||
{
|
||||
private readonly ITestOutputHelper _out;
|
||||
public Issue137CorridorSeamReplayTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
private const uint SeamCellWest = 0x8A02016Eu;
|
||||
private const uint SeamCellEast = 0x8A02017Au;
|
||||
|
||||
private static string? FindDatDir()
|
||||
{
|
||||
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
|
||||
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
|
||||
"Documents", "Asheron's Call");
|
||||
return Directory.Exists(datDir) ? datDir : null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hydrate the two seam cells + every portal-adjacent neighbor into a
|
||||
/// PhysicsEngine, exactly as the streaming path does (CacheCellStruct
|
||||
/// with the dat world transform).
|
||||
/// </summary>
|
||||
private static PhysicsEngine BuildCorridorEngine(DatCollection dats)
|
||||
{
|
||||
var engine = new PhysicsEngine();
|
||||
engine.DataCache = new PhysicsDataCache();
|
||||
|
||||
var toLoad = new System.Collections.Generic.HashSet<uint> { SeamCellWest, SeamCellEast };
|
||||
foreach (var seed in new[] { SeamCellWest, SeamCellEast })
|
||||
{
|
||||
var seedCell = dats.Get<EnvCell>(seed);
|
||||
Assert.NotNull(seedCell);
|
||||
foreach (var p in seedCell!.CellPortals)
|
||||
toLoad.Add(0x8A020000u | p.OtherCellId);
|
||||
}
|
||||
|
||||
// Expand three portal rings — the live collision cell array reaches
|
||||
// cells three hops out (0x8A020166, the under-ramp room whose ceiling
|
||||
// is the ramp slab's underside, is ring-3 in the 2026-07-06
|
||||
// seam-shake trace; with only two rings the offline flood can never
|
||||
// add it and the shake does not reproduce).
|
||||
for (int ring = 0; ring < 3; ring++)
|
||||
{
|
||||
foreach (var known in new System.Collections.Generic.List<uint>(toLoad))
|
||||
{
|
||||
var cell = dats.Get<EnvCell>(known);
|
||||
if (cell is null) continue;
|
||||
foreach (var p in cell.CellPortals)
|
||||
toLoad.Add(0x8A020000u | p.OtherCellId);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var cellId in toLoad)
|
||||
{
|
||||
var envCell = dats.Get<EnvCell>(cellId);
|
||||
if (envCell is null) continue;
|
||||
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell.EnvironmentId);
|
||||
if (environment is null) continue;
|
||||
if (!environment.Cells.TryGetValue(envCell.CellStructure, out var cs)) continue;
|
||||
|
||||
var rot = new Quaternion(
|
||||
envCell.Position.Orientation.X, envCell.Position.Orientation.Y,
|
||||
envCell.Position.Orientation.Z, envCell.Position.Orientation.W);
|
||||
var world = Matrix4x4.CreateFromQuaternion(rot)
|
||||
* Matrix4x4.CreateTranslation(
|
||||
envCell.Position.Origin.X, envCell.Position.Origin.Y, envCell.Position.Origin.Z);
|
||||
|
||||
engine.DataCache.CacheCellStruct(cellId, envCell, cs!, world);
|
||||
}
|
||||
|
||||
return engine;
|
||||
}
|
||||
|
||||
private static PhysicsBody GroundedBody()
|
||||
{
|
||||
var body = new PhysicsBody();
|
||||
body.ContactPlaneValid = true;
|
||||
// Corridor floor at world z = −6 → n·p + d = 0 with n = +Z, d = 6.
|
||||
body.ContactPlane = new Plane(Vector3.UnitZ, 6f);
|
||||
body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
|
||||
// The live session carried a walkable polygon (walkable=True on every
|
||||
// [resolve] line) — seed the corridor floor slab so the transition's
|
||||
// SetWalkable path runs like live.
|
||||
body.WalkablePolygonValid = true;
|
||||
body.WalkablePlane = new Plane(Vector3.UnitZ, 6f);
|
||||
body.WalkableUp = Vector3.UnitZ;
|
||||
body.WalkableVertices = new[]
|
||||
{
|
||||
new Vector3(75f, -41.67f, -6f),
|
||||
new Vector3(85f, -41.67f, -6f),
|
||||
new Vector3(85f, -38.33f, -6f),
|
||||
new Vector3(75f, -38.33f, -6f),
|
||||
};
|
||||
return body;
|
||||
}
|
||||
|
||||
private ResolveResult Resolve(PhysicsEngine engine, PhysicsBody body,
|
||||
Vector3 from, Vector3 to, uint cellId)
|
||||
=> engine.ResolveWithTransition(
|
||||
currentPos: from,
|
||||
targetPos: to,
|
||||
cellId: cellId,
|
||||
sphereRadius: 0.48f, // human player, PlayerMovementController:885
|
||||
sphereHeight: 1.2f, // human player, PlayerMovementController:886
|
||||
stepUpHeight: 0.4f, // PlayerMovementController defaults
|
||||
stepDownHeight: 0.4f,
|
||||
isOnGround: true,
|
||||
body: body,
|
||||
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
|
||||
|
||||
/// <summary>
|
||||
/// 2026-07-06 seam-shake repro, snapshot-exact (probe session
|
||||
/// launch-137-seam-probes.log + resolve-137-seam-capture.jsonl tick 4101,
|
||||
/// repeated ×46): running WEST across the x=75 boundary
|
||||
/// (0x8A02016E → 0x8A020165, the ramp cell) from (75.287, −40.035, −6)
|
||||
/// toward (74.685, −39.988, −6), the resolve blocks with the SYNTHETIC
|
||||
/// reversed-movement normal (0.997, −0.078, −0.002) and out==in — every
|
||||
/// frame — the "shaking at the seam" report.
|
||||
///
|
||||
/// <para>
|
||||
/// Probe-traced chain: the foot sphere (tangent to the floor) crosses
|
||||
/// onto 0165's ramp floor; the ramp slab is double-faced and the
|
||||
/// UNDERSIDE face (poly 0, n=(−0.03,0,−1)) grazes the sphere within the
|
||||
/// hit threshold → recorded as a foot near-miss → neg-poly step-up
|
||||
/// dispatch with a downward normal → the nested step-up's walkable probe
|
||||
/// rejects the exactly-tangent ramp floor ([walkable-nearest]
|
||||
/// gap=−0.0000 overlapsSphere=False) → StepUpSlide →
|
||||
/// slide_sphere(downward normal vs up-facing contact plane) → the
|
||||
/// opposing-normals branch → Collided → revert. Repeat.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void SeamShake_WestBoundary_SnapshotExact_Advances()
|
||||
{
|
||||
var datDir = FindDatDir();
|
||||
if (datDir is null)
|
||||
{
|
||||
_out.WriteLine("SKIP: dat directory not found");
|
||||
return;
|
||||
}
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var engine = BuildCorridorEngine(dats);
|
||||
|
||||
// Body seeded EXACTLY from the capture's bodyBefore (tick 4101).
|
||||
var body = new PhysicsBody();
|
||||
body.ContactPlaneValid = true;
|
||||
body.ContactPlane = new Plane(Vector3.UnitZ, 6f);
|
||||
body.ContactPlaneCellId = SeamCellWest;
|
||||
body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
|
||||
body.WalkablePolygonValid = true;
|
||||
body.WalkablePlane = new Plane(Vector3.UnitZ, 6f);
|
||||
body.WalkableUp = Vector3.UnitZ;
|
||||
body.WalkableVertices = new[]
|
||||
{
|
||||
new Vector3(75f, -38.33333f, -6f),
|
||||
new Vector3(75f, -41.66667f, -6f),
|
||||
new Vector3(78.33333f, -41.66667f, -6f),
|
||||
new Vector3(78.33333f, -38.33333f, -6f),
|
||||
};
|
||||
|
||||
var from = new Vector3(75.28674f, -40.03537f, -6f);
|
||||
var to = new Vector3(74.6854f, -39.988018f, -6f);
|
||||
|
||||
// Emit the same step-level probes the live session logged so the
|
||||
// offline trace can be line-diffed against launch-137-seam-probes.log
|
||||
// — the first divergent line names the state the replay is missing.
|
||||
var probeBuffer = new System.IO.StringWriter();
|
||||
var prevOut = Console.Out;
|
||||
ResolveResult r1;
|
||||
try
|
||||
{
|
||||
Console.SetOut(probeBuffer);
|
||||
PhysicsDiagnostics.ProbeStepWalkEnabled = true;
|
||||
PhysicsDiagnostics.ProbePushBackEnabled = true;
|
||||
PhysicsDiagnostics.ProbeIndoorBspEnabled = true;
|
||||
|
||||
r1 = engine.ResolveWithTransition(
|
||||
currentPos: from,
|
||||
targetPos: to,
|
||||
cellId: SeamCellWest,
|
||||
sphereRadius: 0.48f,
|
||||
sphereHeight: 1.2f,
|
||||
stepUpHeight: 0.6f, // live Setup values from the capture
|
||||
stepDownHeight: 1.5f,
|
||||
isOnGround: true,
|
||||
body: body,
|
||||
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
|
||||
}
|
||||
finally
|
||||
{
|
||||
PhysicsDiagnostics.ProbeStepWalkEnabled = false;
|
||||
PhysicsDiagnostics.ProbePushBackEnabled = false;
|
||||
PhysicsDiagnostics.ProbeIndoorBspEnabled = false;
|
||||
Console.SetOut(prevOut);
|
||||
}
|
||||
_out.WriteLine(probeBuffer.ToString());
|
||||
|
||||
_out.WriteLine($"r1: ok={r1.Ok} out=({r1.Position.X:F3},{r1.Position.Y:F3},{r1.Position.Z:F3}) " +
|
||||
$"cell=0x{r1.CellId:X8} hit={r1.CollisionNormalValid} " +
|
||||
$"n=({r1.CollisionNormal.X:F2},{r1.CollisionNormal.Y:F2},{r1.CollisionNormal.Z:F2}) " +
|
||||
$"bodySliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)}");
|
||||
|
||||
Assert.True(r1.Position.X < from.X - 0.3f,
|
||||
$"The westward boundary crossing onto the ramp must advance " +
|
||||
$"({from.X:F3} → {r1.Position.X:F3}, target {to.X:F3}); zero " +
|
||||
$"advance with the reversed-movement normal = the seam shake.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #137 window-climb repro (2026-07-06 gate 2, launch-137-gate2.log):
|
||||
/// running from the ramp top in 0x8A020179 into the corridor-end opening
|
||||
/// (the portal to the 0x8A02017E shaft, wall plane world y=−41.67), the
|
||||
/// player stepped INTO the niche — `in=(89.531,−41.506,−5.112) →
|
||||
/// out=(90.209,−41.774,−5.209) cell=0x8A02017E` — ending with the head
|
||||
/// (and camera) through the opening's roof. The opening is ~1.3 m tall
|
||||
/// (z −5.2..−3.9); a 1.68 m character cannot fit — retail blocks entry
|
||||
/// (the raised probe's HEAD sphere hits the lintel/ceiling). User axiom:
|
||||
/// "should not be able to run into it".
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void WindowOpening_HeadCannotFit_EntryBlocked()
|
||||
{
|
||||
var datDir = FindDatDir();
|
||||
if (datDir is null)
|
||||
{
|
||||
_out.WriteLine("SKIP: dat directory not found");
|
||||
return;
|
||||
}
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var engine = BuildCorridorEngine(dats);
|
||||
|
||||
var body = new PhysicsBody();
|
||||
body.ContactPlaneValid = true;
|
||||
body.ContactPlane = new Plane(Vector3.UnitZ, 5.112f); // ramp-top level
|
||||
body.ContactPlaneCellId = 0x8A020179u;
|
||||
body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
|
||||
|
||||
// Walk the live approach (ramp-top toward the corridor-end opening)
|
||||
// so the engine self-accumulates its contact-plane/walkable state,
|
||||
// then push into the opening for several held-key frames (the live
|
||||
// climb happened under a held key, not a single resolve).
|
||||
var pos = new Vector3(88.60f, -41.10f, -5.05f);
|
||||
uint cell = 0x8A020179u;
|
||||
ResolveResult r = default;
|
||||
bool probeFrames = Env.GetEnvironmentVariable("ACDREAM_TEST_WINDOW_PROBE") == "1";
|
||||
for (int i = 0; i < 22; i++)
|
||||
{
|
||||
var dir = Vector3.Normalize(new Vector3(90.209f, -41.809f, 0f) - new Vector3(pos.X, pos.Y, 0f));
|
||||
var step = new Vector3(dir.X, dir.Y, 0f) * 0.13f;
|
||||
|
||||
var probeBuffer = new System.IO.StringWriter();
|
||||
var prevOut = Console.Out;
|
||||
try
|
||||
{
|
||||
if (probeFrames && i >= 9)
|
||||
{
|
||||
Console.SetOut(probeBuffer);
|
||||
PhysicsDiagnostics.ProbeStepWalkEnabled = true;
|
||||
PhysicsDiagnostics.ProbeIndoorBspEnabled = true;
|
||||
}
|
||||
r = engine.ResolveWithTransition(
|
||||
currentPos: pos,
|
||||
targetPos: pos + step,
|
||||
cellId: cell,
|
||||
sphereRadius: 0.48f,
|
||||
// #137: the corrected capsule top (dat Setup 0x02000001,
|
||||
// head sphere center 1.350 → top 1.830; Height 1.835).
|
||||
// The live climb happened under the old 1.2f (head top
|
||||
// 1.2 m — no head collision at the lintel).
|
||||
sphereHeight: 1.835f,
|
||||
stepUpHeight: 0.6f,
|
||||
stepDownHeight: 1.5f,
|
||||
isOnGround: true,
|
||||
body: body,
|
||||
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
|
||||
}
|
||||
finally
|
||||
{
|
||||
if (probeFrames && i >= 9)
|
||||
{
|
||||
PhysicsDiagnostics.ProbeStepWalkEnabled = false;
|
||||
PhysicsDiagnostics.ProbeIndoorBspEnabled = false;
|
||||
Console.SetOut(prevOut);
|
||||
}
|
||||
}
|
||||
if (probeFrames && i >= 9 && i <= 10)
|
||||
_out.WriteLine(probeBuffer.ToString());
|
||||
_out.WriteLine($"r{i}: ok={r.Ok} out=({r.Position.X:F3},{r.Position.Y:F3},{r.Position.Z:F3}) " +
|
||||
$"cell=0x{r.CellId:X8} hit={r.CollisionNormalValid} " +
|
||||
$"n=({r.CollisionNormal.X:F2},{r.CollisionNormal.Y:F2},{r.CollisionNormal.Z:F2})");
|
||||
pos = r.Position;
|
||||
cell = r.CellId;
|
||||
|
||||
Assert.NotEqual(0x8A02017Eu, r.CellId);
|
||||
Assert.True(r.Position.Y > -41.6f,
|
||||
$"A 1.68 m character must not enter the 1.3 m-tall opening " +
|
||||
$"(wall plane y=−41.67); frame {i} got Y={r.Position.Y:F3} " +
|
||||
$"cell=0x{r.CellId:X8} (live bug: ended at −41.774 inside " +
|
||||
$"0x8A02017E, head through the roof).");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The window-climb's placement half, pinned at the exact site: at the
|
||||
/// step-up's raised position on the alcove sill (foot −5.019), the HEAD
|
||||
/// sphere (center −3.339, span −3.82..−2.86) pokes ~6 cm past the south
|
||||
/// wall plane into the SOLID rock above the alcove ceiling (0x8A020179's
|
||||
/// lintel band, polys 14/15 at y=−41.67 z∈[−3.90,−3.00]). Retail's
|
||||
/// step-down placement insert (CTransition::step_down 0x0050b3b3 →
|
||||
/// placement transitional_insert → BSPTREE::sphere_intersects_solid
|
||||
/// 0x0053d5f0) REJECTS — that's what makes the 0.7 m sill unclimbable.
|
||||
/// Our placement passed (the live + offline climb), so our Path-1 solid
|
||||
/// test misses the head-vs-solid overlap.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void WindowAlcove_RaisedPlacement_HeadInLintelSolid_Collides()
|
||||
{
|
||||
var datDir = FindDatDir();
|
||||
if (datDir is null)
|
||||
{
|
||||
_out.WriteLine("SKIP: dat directory not found");
|
||||
return;
|
||||
}
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var engine = BuildCorridorEngine(dats);
|
||||
|
||||
var cell = engine.DataCache!.GetCellStruct(0x8A020179u);
|
||||
Assert.NotNull(cell);
|
||||
Assert.NotNull(cell!.BSP?.Root);
|
||||
|
||||
// The raised (post-sill-climb) pose from the offline repro's r9.
|
||||
var footWorld = new Vector3(89.683f, -41.247f, -4.539f); // foot sphere CENTER
|
||||
var headWorld = new Vector3(89.683f, -41.247f, -3.339f); // head sphere CENTER
|
||||
|
||||
var footLocal = Vector3.Transform(footWorld, cell.InverseWorldTransform);
|
||||
var headLocal = Vector3.Transform(headWorld, cell.InverseWorldTransform);
|
||||
|
||||
var t = new Transition();
|
||||
t.SpherePath.InitPath(
|
||||
new Vector3(89.683f, -41.247f, -5.019f),
|
||||
new Vector3(89.683f, -41.247f, -5.019f),
|
||||
0x8A020179u, 0.48f, 1.2f);
|
||||
t.SpherePath.InsertType = InsertType.Placement;
|
||||
|
||||
Matrix4x4.Decompose(cell.WorldTransform, out _, out var cellRot, out var cellOrigin);
|
||||
|
||||
var result = BSPQuery.FindCollisions(
|
||||
cell.BSP!.Root,
|
||||
cell.Resolved,
|
||||
t,
|
||||
new DatReaderWriter.Types.Sphere { Origin = footLocal, Radius = 0.48f },
|
||||
new DatReaderWriter.Types.Sphere { Origin = headLocal, Radius = 0.48f },
|
||||
footLocal,
|
||||
Vector3.UnitZ,
|
||||
1.0f,
|
||||
cellRot,
|
||||
engine,
|
||||
worldOrigin: cellOrigin);
|
||||
|
||||
_out.WriteLine($"placement result={result} footLocal=({footLocal.X:F3},{footLocal.Y:F3},{footLocal.Z:F3}) " +
|
||||
$"headLocal=({headLocal.X:F3},{headLocal.Y:F3},{headLocal.Z:F3})");
|
||||
|
||||
Assert.Equal(TransitionState.Collided, result);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 2026-07-06 gate session repro (launch-137-corridor-gate.log): standing
|
||||
/// at (84.851, −39.764, −6.000) — the foot sphere already straddling the
|
||||
/// x=85 cell boundary by 0.33 m — the first move attempt toward
|
||||
/// (85.453, −39.782) blocked with the synthetic reversed-movement normal
|
||||
/// (−1.00, 0.03, −0.02), out==in, cp lost (cp=none), and repeated every
|
||||
/// frame (the "shaking at the seam" report). The deeper straddle start is
|
||||
/// what the original replay frame (84.638 → 85.253) didn't cover.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void SeamCrossing_FromDeepStraddleStart_Advances()
|
||||
{
|
||||
var datDir = FindDatDir();
|
||||
if (datDir is null)
|
||||
{
|
||||
_out.WriteLine("SKIP: dat directory not found");
|
||||
return;
|
||||
}
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var engine = BuildCorridorEngine(dats);
|
||||
var body = GroundedBody();
|
||||
|
||||
var from = new Vector3(84.851f, -39.764f, -6.000f);
|
||||
var to = new Vector3(85.453f, -39.782f, -6.000f);
|
||||
|
||||
var r1 = Resolve(engine, body, from, to, SeamCellWest);
|
||||
_out.WriteLine($"r1: ok={r1.Ok} out=({r1.Position.X:F3},{r1.Position.Y:F3},{r1.Position.Z:F3}) " +
|
||||
$"cell=0x{r1.CellId:X8} hit={r1.CollisionNormalValid} " +
|
||||
$"n=({r1.CollisionNormal.X:F2},{r1.CollisionNormal.Y:F2},{r1.CollisionNormal.Z:F2}) " +
|
||||
$"bodySliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)} " +
|
||||
$"bodyCpValid={body.ContactPlaneValid}");
|
||||
|
||||
Assert.True(r1.Position.X > from.X + 0.2f,
|
||||
$"The straddling-start seam crossing must advance " +
|
||||
$"({from.X:F3} → {r1.Position.X:F3}); zero advance with a " +
|
||||
$"reversed-movement normal = the 2026-07-06 seam shake.");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SeamCrossing_DoesNotPersistSyntheticSlidingNormal_AndRunContinues()
|
||||
{
|
||||
var datDir = FindDatDir();
|
||||
if (datDir is null)
|
||||
{
|
||||
_out.WriteLine("SKIP: dat directory not found");
|
||||
return;
|
||||
}
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var engine = BuildCorridorEngine(dats);
|
||||
var body = GroundedBody();
|
||||
|
||||
// ── The live hit frame verbatim (launch-175-verify2.log:42858) ──
|
||||
var from = new Vector3(84.638f, -39.758f, -6.000f);
|
||||
var to = new Vector3(85.253f, -39.776f, -6.000f);
|
||||
|
||||
var r1 = Resolve(engine, body, from, to, SeamCellWest);
|
||||
_out.WriteLine($"r1: ok={r1.Ok} out=({r1.Position.X:F3},{r1.Position.Y:F3},{r1.Position.Z:F3}) " +
|
||||
$"cell=0x{r1.CellId:X8} hit={r1.CollisionNormalValid} " +
|
||||
$"n=({r1.CollisionNormal.X:F2},{r1.CollisionNormal.Y:F2},{r1.CollisionNormal.Z:F2}) " +
|
||||
$"bodySliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)} " +
|
||||
$"slidingN=({body.SlidingNormal.X:F2},{body.SlidingNormal.Y:F2},{body.SlidingNormal.Z:F2})");
|
||||
|
||||
// The corridor is straight and open: the crossing must not leave the
|
||||
// body carrying a sliding normal (there is no wall to slide on —
|
||||
// Issue137CorridorSeamInspectionTests proved no polygon matches the
|
||||
// live-recorded normal; retail's slide_sphere opposing branch returns
|
||||
// COLLIDED and its validate handling never lets a synthetic
|
||||
// reversed-movement normal survive a clean corridor run).
|
||||
Assert.False(body.TransientState.HasFlag(TransientStateFlags.Sliding),
|
||||
"Crossing the open corridor seam must not persist a sliding " +
|
||||
"normal — the live wedge's entry state (#137 mechanism 2).");
|
||||
|
||||
// ── Keep running +X (the live session's held-W frames) ──────────
|
||||
var pos = r1.Position;
|
||||
var cell = r1.CellId;
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
var step = new Vector3(0.13f, -0.004f, 0f); // ~run speed per tick, same heading
|
||||
var r = Resolve(engine, body, pos, pos + step, cell);
|
||||
_out.WriteLine($"r{i + 2}: ok={r.Ok} out=({r.Position.X:F3},{r.Position.Y:F3},{r.Position.Z:F3}) " +
|
||||
$"cell=0x{r.CellId:X8} hit={r.CollisionNormalValid} " +
|
||||
$"bodySliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)}");
|
||||
Assert.True(r.Position.X > pos.X + 0.05f,
|
||||
$"Forward run must keep advancing through the open corridor " +
|
||||
$"(frame {i + 2}: {pos.X:F3} → {r.Position.X:F3}) — zero advance " +
|
||||
$"= the #137 absorbing wedge.");
|
||||
pos = r.Position;
|
||||
cell = r.CellId;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,343 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using DatReaderWriter.Enums;
|
||||
using DatReaderWriter.Types;
|
||||
using AcDream.Core.Physics;
|
||||
using Xunit;
|
||||
using Plane = System.Numerics.Plane;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// #137 mechanism 2 — the sliding-normal absorbing wedge (2026-07-06).
|
||||
///
|
||||
/// <para>
|
||||
/// Retail's in-transition <c>collision_info.sliding_normal</c> has exactly ONE
|
||||
/// writer besides the per-frame seed: <c>CTransition::validate_transition</c>
|
||||
/// (0x0050ac21-ac30, "if collision_normal_valid → set_sliding_normal"). The
|
||||
/// BSP collision layer NEVER writes it — <c>BSPTREE::find_collisions</c>'
|
||||
/// Contact branch dispatches full hits to <c>step_sphere_up</c> (foot,
|
||||
/// 0x0053a719) / <c>BSPTREE::slide_sphere</c> (head, 0x0053a697), and
|
||||
/// <c>CSphere::slide_sphere</c> (0x00537440) slides IN-FRAME via
|
||||
/// <c>add_offset_to_check_pos</c> without touching sliding_normal
|
||||
/// (grep-verified: zero sliding_normal references between 0x005155 and
|
||||
/// 0x00841f in acclient_2013_pseudo_c.txt). ACE mirrors this: the only
|
||||
/// SetSlidingNormal call sites are CollisionInfo.cs:58 (the setter) and
|
||||
/// Transition.cs:1027 (validate). The body-side persistence
|
||||
/// (<c>CPhysicsObj::SetPositionInternal</c> 0x005154c2, SLIDING_TS bit-4 sync
|
||||
/// at 0x005154e1) runs only on transition SUCCESS.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// acdream's BSPQuery Contact branch carried stub fallbacks
|
||||
/// (SetCollisionNormal + SetSlidingNormal + return Slid) instead of the real
|
||||
/// slide. The leaked sliding normal survived to the transition end, the
|
||||
/// unconditional body writeback persisted it, and the next frame's seed
|
||||
/// projected an exactly-anti-parallel push to zero — aborting at step 0
|
||||
/// BEFORE any collision test could refresh the state. Live shape: the
|
||||
/// Facility Hub corridor phantom (launch-175-verify2.log:42858 — one wall
|
||||
/// hit at the 0x8A02016E→0x8A02017A seam, then endless ok=False hit=no
|
||||
/// zero-advance resolves; strafe escapes).
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public class Issue137SlidingNormalLifecycleTests
|
||||
{
|
||||
// =========================================================================
|
||||
// Site-level pins — BSPQuery.FindCollisions Contact branch must not write
|
||||
// the transition's sliding normal (retail: only validate_transition does).
|
||||
// =========================================================================
|
||||
|
||||
/// <summary>
|
||||
/// Contact foot-sphere FULL HIT with the step-up recursion unavailable
|
||||
/// (engine=null / step-up already in progress) must dispatch the real
|
||||
/// sphere slide — never the SetSlidingNormal stub.
|
||||
///
|
||||
/// <para>
|
||||
/// Retail: a blocked step-up funnels to <c>SPHEREPATH::step_up_slide</c> →
|
||||
/// <c>CSphere::slide_sphere</c> (ACE SpherePath.cs:316 → Sphere.cs:558) —
|
||||
/// in-frame slide, no sliding_normal write. Face-on into a vertical wall
|
||||
/// while grounded: the crease projection (cross(wallN, floorN)) has no
|
||||
/// component along the movement, the slide offset is degenerate
|
||||
/// (< F_EPSILON), and slide_sphere returns COLLIDED_TS (0x00537735).
|
||||
/// </para>
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void ContactFootFullHit_StepUpUnavailable_RealSlide_NoSlidingNormalWrite()
|
||||
{
|
||||
var (root, resolved) = BSPStepUpFixtures.TallWall();
|
||||
|
||||
// Grounded mover pushing face-on (+X) into the 5 m wall at x=0.5
|
||||
// (normal −X). Sphere center reach 0.35+0.2=0.55 penetrates the wall.
|
||||
var from = new Vector3(0.10f, 0f, BSPStepUpFixtures.SphereRadius);
|
||||
var to = new Vector3(0.35f, 0f, BSPStepUpFixtures.SphereRadius);
|
||||
var t = BSPStepUpFixtures.MakeGroundedTransition(from, to);
|
||||
|
||||
var localSphere = new DatReaderWriter.Types.Sphere
|
||||
{
|
||||
Origin = to,
|
||||
Radius = BSPStepUpFixtures.SphereRadius,
|
||||
};
|
||||
|
||||
var result = BSPQuery.FindCollisions(
|
||||
root, resolved, t, localSphere, null,
|
||||
from, Vector3.UnitZ, 1.0f);
|
||||
|
||||
Assert.False(t.CollisionInfo.SlidingNormalValid,
|
||||
"find_collisions must not write collision_info.sliding_normal — " +
|
||||
"retail's only in-transition writer is validate_transition " +
|
||||
"(0x0050ac21). A sliding normal leaked here survives to the body " +
|
||||
"writeback and absorbs the next frame's forward offset (#137).");
|
||||
Assert.True(t.CollisionInfo.CollisionNormalValid,
|
||||
"The real slide records the collision normal (CSphere::slide_sphere " +
|
||||
"→ set_collision_normal).");
|
||||
Assert.Equal(TransitionState.Collided, result);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Contact HEAD-sphere FULL HIT must dispatch <c>BSPTREE::slide_sphere</c>
|
||||
/// (retail 0x0053a697; ACE BSPTree.cs:202 → 310-316: the real
|
||||
/// <c>Sphere.SlideSphere</c> on GlobalSphere[0]) — never the stub.
|
||||
/// The corridor phantom's portal-side polys span head height; this is the
|
||||
/// path that recorded the (−1,0,0) normal the wedge absorbed on.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void ContactHeadFullHit_RealSlide_NoSlidingNormalWrite()
|
||||
{
|
||||
// Raised wall: z ∈ [0.6, 5] at x=0.5, normal −X. The foot sphere
|
||||
// (center z=0.2, r=0.2 → z-span [0, 0.4]) passes under it; the head
|
||||
// sphere (center z=0.8 → z-span [0.6, 1.0]) fully hits it.
|
||||
var resolved = new Dictionary<ushort, ResolvedPolygon>();
|
||||
|
||||
var floorVerts = new[]
|
||||
{
|
||||
new Vector3(-2f, -1f, 0f), new Vector3(2f, -1f, 0f),
|
||||
new Vector3(2f, 1f, 0f), new Vector3(-2f, 1f, 0f),
|
||||
};
|
||||
resolved[1] = new ResolvedPolygon
|
||||
{
|
||||
Vertices = floorVerts,
|
||||
Plane = new Plane(Vector3.UnitZ, 0f),
|
||||
NumPoints = 4,
|
||||
SidesType = CullMode.None,
|
||||
};
|
||||
|
||||
var wallNormal = new Vector3(-1f, 0f, 0f);
|
||||
var wallVerts = new[]
|
||||
{
|
||||
new Vector3(0.5f, -1f, 0.6f),
|
||||
new Vector3(0.5f, -1f, 5f),
|
||||
new Vector3(0.5f, 1f, 5f),
|
||||
new Vector3(0.5f, 1f, 0.6f),
|
||||
};
|
||||
resolved[2] = new ResolvedPolygon
|
||||
{
|
||||
Vertices = wallVerts,
|
||||
Plane = new Plane(wallNormal, 0.5f), // n·p + d = 0 at x=0.5
|
||||
NumPoints = 4,
|
||||
SidesType = CullMode.None,
|
||||
};
|
||||
|
||||
var leaf = new PhysicsBSPNode
|
||||
{
|
||||
Type = BSPNodeType.Leaf,
|
||||
BoundingSphere = new DatReaderWriter.Types.Sphere { Origin = new Vector3(0f, 0f, 2.5f), Radius = 10f },
|
||||
};
|
||||
leaf.Polygons.Add(1);
|
||||
leaf.Polygons.Add(2);
|
||||
|
||||
var from = new Vector3(0.10f, 0f, BSPStepUpFixtures.SphereRadius);
|
||||
var to = new Vector3(0.35f, 0f, BSPStepUpFixtures.SphereRadius);
|
||||
var t = BSPStepUpFixtures.MakeGroundedTransition(from, to);
|
||||
|
||||
var footSphere = new DatReaderWriter.Types.Sphere
|
||||
{
|
||||
Origin = to,
|
||||
Radius = BSPStepUpFixtures.SphereRadius,
|
||||
};
|
||||
var headSphere = new DatReaderWriter.Types.Sphere
|
||||
{
|
||||
Origin = new Vector3(to.X, to.Y, 0.8f),
|
||||
Radius = BSPStepUpFixtures.SphereRadius,
|
||||
};
|
||||
|
||||
var result = BSPQuery.FindCollisions(
|
||||
leaf, resolved, t, footSphere, headSphere,
|
||||
from, Vector3.UnitZ, 1.0f);
|
||||
|
||||
Assert.False(t.CollisionInfo.SlidingNormalValid,
|
||||
"Head full hit must go through the real BSPTREE::slide_sphere — " +
|
||||
"no sliding_normal write at the BSP layer (retail 0x0053a697).");
|
||||
Assert.True(t.CollisionInfo.CollisionNormalValid);
|
||||
Assert.Equal(TransitionState.Collided, result);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <c>CSphere::slide_sphere</c>'s opposing-normals branch (collision
|
||||
/// normal anti-parallel to the contact plane — e.g. a ceiling-facing
|
||||
/// normal while grounded) records the REVERSED displacement as the
|
||||
/// collision normal and returns <b>COLLIDED_TS</b> — retail 0x00537440
|
||||
/// @0x005375d7-0x0053762c: <c>*normal = −gDelta; normalize;
|
||||
/// set_collision_normal; return 2</c>. Our port returned OK (its comment
|
||||
/// even claimed "retail returns OK here"), letting the step complete
|
||||
/// as-is with a synthetic reversed-movement collision normal — the exact
|
||||
/// signature of the live corridor hit (`hit=yes n=(−1.00,0.03,−0.03)` =
|
||||
/// the negated run direction, matching NO dat polygon).
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void SlideSphere_OpposingNormals_ReturnsCollided_WithReversedDisplacementNormal()
|
||||
{
|
||||
var t = new Transition();
|
||||
t.SpherePath.InitPath(
|
||||
new Vector3(0f, 0f, 0.2f), new Vector3(0.3f, 0f, 0.2f),
|
||||
0xA9B40001u, BSPStepUpFixtures.SphereRadius);
|
||||
t.CollisionInfo.SetContactPlane(new Plane(Vector3.UnitZ, 0f), 0xA9B40001u, false);
|
||||
|
||||
// Make gDelta exactly (0.4, 0, 0): currPos = check sphere − (0.4,0,0).
|
||||
var currPos = t.SpherePath.GlobalSphere[0].Origin - new Vector3(0.4f, 0f, 0f);
|
||||
|
||||
// Downward collision normal vs the +Z contact plane → cross ≈ 0
|
||||
// (parallel), dot = −1 < 0 (opposing) → the reverse branch.
|
||||
var result = t.SlideSphereInternal(new Vector3(0f, 0f, -1f), currPos);
|
||||
|
||||
Assert.Equal(TransitionState.Collided, result);
|
||||
Assert.True(t.CollisionInfo.CollisionNormalValid);
|
||||
Assert.True(t.CollisionInfo.CollisionNormal.X < -0.99f,
|
||||
$"Collision normal must be the normalized reversed displacement " +
|
||||
$"(−1,0,0); got ({t.CollisionInfo.CollisionNormal.X:F3}," +
|
||||
$"{t.CollisionInfo.CollisionNormal.Y:F3},{t.CollisionInfo.CollisionNormal.Z:F3}).");
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Engine-level lifecycle pin — the retail persist/absorb/clear cycle at a
|
||||
// REAL wall. Guards the fix against regressing wall behavior, and
|
||||
// documents where retail CLEARS the body's sliding state (the successful
|
||||
// transition's writeback, when no step re-records a collision).
|
||||
// =========================================================================
|
||||
|
||||
private const uint CellId = 0xA9B40157u;
|
||||
|
||||
private static PhysicsEngine BuildWallEngine()
|
||||
{
|
||||
var (wallRoot, wallResolved) = BSPStepUpFixtures.TallWall();
|
||||
|
||||
var cell = new CellPhysics
|
||||
{
|
||||
BSP = new PhysicsBSPTree { Root = wallRoot },
|
||||
WorldTransform = Matrix4x4.Identity,
|
||||
InverseWorldTransform = Matrix4x4.Identity,
|
||||
Resolved = wallResolved,
|
||||
CellBSP = new CellBSPTree
|
||||
{
|
||||
Root = new CellBSPNode { Type = BSPNodeType.Leaf },
|
||||
},
|
||||
};
|
||||
|
||||
var engine = new PhysicsEngine();
|
||||
engine.DataCache = new PhysicsDataCache();
|
||||
|
||||
// Flat terrain strip so the outdoor fall-through has something to
|
||||
// sample if it ever fires (same shape as FindEnvCollisionsMultiCellTests).
|
||||
var heights = new byte[81];
|
||||
Array.Fill(heights, (byte)0);
|
||||
engine.AddLandblock(0xA9B4FFFFu, new TerrainSurface(heights, BuildHeightTable()),
|
||||
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
|
||||
worldOffsetX: 0f, worldOffsetY: 0f);
|
||||
|
||||
engine.DataCache.RegisterCellStructForTest(CellId, cell);
|
||||
return engine;
|
||||
}
|
||||
|
||||
private static float[] BuildHeightTable()
|
||||
{
|
||||
var ht = new float[256];
|
||||
for (int i = 0; i < 256; i++) ht[i] = i * 1.0f;
|
||||
return ht;
|
||||
}
|
||||
|
||||
private static PhysicsBody GroundedBody()
|
||||
{
|
||||
var body = new PhysicsBody();
|
||||
body.ContactPlaneValid = true;
|
||||
body.ContactPlane = new Plane(Vector3.UnitZ, 0f);
|
||||
body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
|
||||
return body;
|
||||
}
|
||||
|
||||
private ResolveResult ResolveForward(PhysicsEngine engine, PhysicsBody body,
|
||||
Vector3 from, Vector3 to)
|
||||
=> engine.ResolveWithTransition(
|
||||
currentPos: from,
|
||||
targetPos: to,
|
||||
cellId: CellId,
|
||||
sphereRadius: BSPStepUpFixtures.SphereRadius,
|
||||
sphereHeight: 0f, // single sphere — keeps the scenario deterministic
|
||||
stepUpHeight: 0.04f, // cannot scale the 5 m wall
|
||||
stepDownHeight: 0.04f,
|
||||
isOnGround: true,
|
||||
body: body);
|
||||
|
||||
/// <summary>
|
||||
/// The full retail lifecycle at a real wall:
|
||||
/// (1) a blocked face-on push persists the validate-recorded sliding
|
||||
/// normal via the SUCCESS writeback (SetPositionInternal bit-4 sync,
|
||||
/// 0x005154e1);
|
||||
/// (2) the next exactly-anti-parallel push is absorbed by the seed
|
||||
/// (get_object_info 0x00511d44 → adjust_offset projects to zero →
|
||||
/// find_transitional_position's step-0 small-offset abort) — the
|
||||
/// retail cache semantics: "still pressed against this wall";
|
||||
/// (3) an oblique push escapes along the wall tangent, the step runs
|
||||
/// without re-recording a collision, and the successful writeback
|
||||
/// CLEARS the body's sliding state (sliding_normal_valid==0 → bit
|
||||
/// 4 cleared).
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void WallLifecycle_PersistOnBlock_AbsorbExactAntiParallel_ClearOnEscape()
|
||||
{
|
||||
var engine = BuildWallEngine();
|
||||
var body = GroundedBody();
|
||||
|
||||
// ── 1. Face-on +X into the wall at x=0.5 (normal −X) ─────────────
|
||||
var r1 = ResolveForward(engine, body,
|
||||
from: new Vector3(0.10f, 0f, 0f),
|
||||
to: new Vector3(0.35f, 0f, 0f));
|
||||
|
||||
Assert.True(body.TransientState.HasFlag(TransientStateFlags.Sliding),
|
||||
"A blocked push must persist the validate-recorded sliding normal " +
|
||||
"(retail SetPositionInternal 0x005154c2 on transition success).");
|
||||
Assert.True(body.SlidingNormal.X < -0.9f,
|
||||
$"Persisted normal should face the mover (−X); got {body.SlidingNormal}.");
|
||||
Assert.True(r1.Position.X + BSPStepUpFixtures.SphereRadius
|
||||
<= 0.5f + PhysicsGlobals.EPSILON * 20f,
|
||||
$"The 5 m wall must block the sphere; reach={r1.Position.X + BSPStepUpFixtures.SphereRadius:F4}.");
|
||||
|
||||
// ── 2. Exactly-anti-parallel push again: absorbed frame ──────────
|
||||
var r2 = ResolveForward(engine, body,
|
||||
from: r1.Position,
|
||||
to: r1.Position + new Vector3(0.15f, 0f, 0f));
|
||||
|
||||
Assert.False(r2.Ok,
|
||||
"The seeded sliding normal projects the exactly-anti-parallel " +
|
||||
"offset to zero → step-0 abort (retail find_transitional_position " +
|
||||
"0050bfb7/0050c0ef). Faithful absorbed frame at a REAL wall.");
|
||||
Assert.True(body.TransientState.HasFlag(TransientStateFlags.Sliding),
|
||||
"A failed transition leaves the body's sliding state untouched " +
|
||||
"(retail: SetPositionInternal never runs on failure).");
|
||||
|
||||
// ── 3. Oblique push escapes and CLEARS the persisted state ───────
|
||||
var r3 = ResolveForward(engine, body,
|
||||
from: r2.Position,
|
||||
to: r2.Position + new Vector3(0.10f, 0.15f, 0f));
|
||||
|
||||
Assert.True(r3.Ok, "Oblique push must escape along the wall tangent.");
|
||||
Assert.True(r3.Position.Y > r2.Position.Y + 0.05f,
|
||||
$"Expected tangential advance along +Y; got Y={r3.Position.Y:F4} " +
|
||||
$"(from {r2.Position.Y:F4}).");
|
||||
Assert.False(body.TransientState.HasFlag(TransientStateFlags.Sliding),
|
||||
"A successful transition whose steps re-record no collision must " +
|
||||
"CLEAR the body's sliding state (retail SetPositionInternal " +
|
||||
"0x005154e1: bit 4 synced from the transition's final " +
|
||||
"sliding_normal_valid, which each step clears before its insert).");
|
||||
Assert.Equal(Vector3.Zero, body.SlidingNormal);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,265 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Options;
|
||||
using DatReaderWriter.Types;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
using Env = System.Environment;
|
||||
using Placement = DatReaderWriter.Enums.Placement;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// #175 (2026-07-05) — read-only dat inspection for the Facility Hub door
|
||||
/// (Setup 0x02000C9D, guid 0x78A020C7 in the live session). User report:
|
||||
/// the door's COLLISION sits displaced to the far side of the VISUAL panel
|
||||
/// (embed from one side deep enough to camera-clip; a phantom wall on the
|
||||
/// other side that can push the player out of use radius).
|
||||
///
|
||||
/// Hypothesis under test: collision registers from the Setup's
|
||||
/// PlacementFrames (ShadowShapeBuilder.FromSetup — Resting|Default|first)
|
||||
/// while the rendered panel poses from the motion table's default/closed
|
||||
/// state through the sequencer; retail tests the part's LIVE pose
|
||||
/// (CPhysicsPart), so a door whose placement frame differs from its
|
||||
/// motion-table closed pose shows exactly this offset. This test dumps both
|
||||
/// poses so the divergence (or its absence) is a dat fact, not a theory.
|
||||
///
|
||||
/// SKIP when the dat directory is absent (CI); local runs have it.
|
||||
/// </summary>
|
||||
public class Issue175HubDoorPoseInspectionTests
|
||||
{
|
||||
private readonly ITestOutputHelper _out;
|
||||
public Issue175HubDoorPoseInspectionTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
private const uint HubDoorSetupId = 0x02000C9Du;
|
||||
|
||||
[Fact]
|
||||
public void HubDoorSetup_PlacementVsMotionPose_DatInspection()
|
||||
{
|
||||
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
|
||||
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
|
||||
"Documents", "Asheron's Call");
|
||||
if (!Directory.Exists(datDir))
|
||||
{
|
||||
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
|
||||
return;
|
||||
}
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
var setup = dats.Get<Setup>(HubDoorSetupId);
|
||||
Assert.NotNull(setup);
|
||||
|
||||
_out.WriteLine($"=== Setup 0x{HubDoorSetupId:X8} ===");
|
||||
_out.WriteLine($" Flags = {setup!.Flags} (0x{(uint)setup.Flags:X8})");
|
||||
_out.WriteLine($" Parts = {setup.Parts.Count}");
|
||||
for (int i = 0; i < setup.Parts.Count; i++)
|
||||
_out.WriteLine($" [{i}] gfxObj=0x{setup.Parts[i]:X8}");
|
||||
_out.WriteLine($" DefaultAnimation = 0x{setup.DefaultAnimation:X8}");
|
||||
_out.WriteLine($" DefaultScript = 0x{setup.DefaultScript:X8}");
|
||||
_out.WriteLine($" DefaultMotionTable = 0x{setup.DefaultMotionTable:X8}");
|
||||
_out.WriteLine($" CylSpheres={setup.CylSpheres.Count} Spheres={setup.Spheres.Count} Radius={setup.Radius:F3}");
|
||||
foreach (var c in setup.CylSpheres)
|
||||
_out.WriteLine($" cyl r={c.Radius:F3} h={c.Height:F3} origin=({c.Origin.X:F3},{c.Origin.Y:F3},{c.Origin.Z:F3})");
|
||||
|
||||
_out.WriteLine($" PlacementFrames = {setup.PlacementFrames.Count}");
|
||||
foreach (var kv in setup.PlacementFrames)
|
||||
{
|
||||
_out.WriteLine($" [{kv.Key}] frames={kv.Value.Frames.Count}");
|
||||
for (int i = 0; i < kv.Value.Frames.Count; i++)
|
||||
{
|
||||
var f = kv.Value.Frames[i];
|
||||
_out.WriteLine(
|
||||
$" part[{i}] pos=({f.Origin.X:F3},{f.Origin.Y:F3},{f.Origin.Z:F3}) " +
|
||||
$"rot=({f.Orientation.X:F3},{f.Orientation.Y:F3},{f.Orientation.Z:F3},{f.Orientation.W:F3})");
|
||||
}
|
||||
}
|
||||
|
||||
// Part 0's physics BSP bounds — where the slab actually is in
|
||||
// PART-LOCAL space (composed with the poses above for world).
|
||||
foreach (uint gfxId in setup.Parts.Distinct())
|
||||
{
|
||||
var gfx = dats.Get<GfxObj>(gfxId);
|
||||
_out.WriteLine($"=== GfxObj 0x{gfxId:X8} ===");
|
||||
if (gfx is null) { _out.WriteLine(" NULL"); continue; }
|
||||
var root = gfx.PhysicsBSP?.Root;
|
||||
_out.WriteLine($" PhysicsBSP.Root = {(root is null ? "NULL" : "non-null")}");
|
||||
if (root?.BoundingSphere is { } bs)
|
||||
_out.WriteLine($" BSP bounds = ({bs.Origin.X:F3},{bs.Origin.Y:F3},{bs.Origin.Z:F3}) r={bs.Radius:F3}");
|
||||
if (gfx.PhysicsPolygons is { } pp && gfx.VertexArray?.Vertices is { } verts)
|
||||
{
|
||||
float minX = float.MaxValue, maxX = float.MinValue;
|
||||
float minY = float.MaxValue, maxY = float.MinValue;
|
||||
float minZ = float.MaxValue, maxZ = float.MinValue;
|
||||
foreach (var poly in pp.Values)
|
||||
foreach (var vid in poly.VertexIds)
|
||||
{
|
||||
if (!verts.TryGetValue((ushort)vid, out var sv)) continue;
|
||||
minX = Math.Min(minX, sv.Origin.X); maxX = Math.Max(maxX, sv.Origin.X);
|
||||
minY = Math.Min(minY, sv.Origin.Y); maxY = Math.Max(maxY, sv.Origin.Y);
|
||||
minZ = Math.Min(minZ, sv.Origin.Z); maxZ = Math.Max(maxZ, sv.Origin.Z);
|
||||
}
|
||||
_out.WriteLine($" Physics AABB (part-local) = X[{minX:F3},{maxX:F3}] Y[{minY:F3},{maxY:F3}] Z[{minZ:F3},{maxZ:F3}]");
|
||||
}
|
||||
}
|
||||
|
||||
// The motion-table default (closed) pose, if the setup names one:
|
||||
// frame 0 of the default style's default cycle — what the sequencer
|
||||
// renders for an idle closed door.
|
||||
if (setup.DefaultMotionTable != 0)
|
||||
{
|
||||
var mt = dats.Get<MotionTable>(setup.DefaultMotionTable);
|
||||
_out.WriteLine($"=== MotionTable 0x{setup.DefaultMotionTable:X8} ===");
|
||||
if (mt is null) { _out.WriteLine(" NULL"); return; }
|
||||
_out.WriteLine($" DefaultStyle = 0x{(uint)mt.DefaultStyle:X8}");
|
||||
if (mt.Cycles.TryGetValue((int)mt.DefaultStyle, out var defCycle)
|
||||
&& defCycle.Anims.Count > 0)
|
||||
{
|
||||
var animRef = defCycle.Anims[0];
|
||||
_out.WriteLine($" default cycle anim[0] id=0x{animRef.AnimId:X8} lo={animRef.LowFrame} hi={animRef.HighFrame}");
|
||||
var anim = dats.Get<Animation>(animRef.AnimId);
|
||||
if (anim is not null && anim.PartFrames.Count > 0)
|
||||
{
|
||||
var f0 = anim.PartFrames[Math.Clamp((int)animRef.LowFrame, 0, anim.PartFrames.Count - 1)];
|
||||
for (int i = 0; i < f0.Frames.Count; i++)
|
||||
{
|
||||
var f = f0.Frames[i];
|
||||
_out.WriteLine(
|
||||
$" anim frame0 part[{i}] pos=({f.Origin.X:F3},{f.Origin.Y:F3},{f.Origin.Z:F3}) " +
|
||||
$"rot=({f.Orientation.X:F3},{f.Orientation.Y:F3},{f.Orientation.Z:F3},{f.Orientation.W:F3})");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_out.WriteLine(" anim NULL or no PartFrames");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_out.WriteLine(" no default-style cycle");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_out.WriteLine("=== no DefaultMotionTable on the setup ===");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #175 derivation conformance — REAL-DAT pin for
|
||||
/// <see cref="AcDream.Core.Physics.Motion.MotionTablePose.DefaultStatePartFrames"/>.
|
||||
/// The first cut of the derivation looked up <c>Cycles[DefaultStyle]</c>
|
||||
/// with the bare style word; the dictionary is keyed by the COMBINED
|
||||
/// <c>(style << 16) | substate</c> word (CMotionTable.cs:683), so it
|
||||
/// always missed and the #175 fix silently no-oped. This pin loads the
|
||||
/// human motion table (0x09000001 — guaranteed present, default state
|
||||
/// NonCombat/Ready) and asserts the derivation actually resolves a pose.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void MotionTablePose_DefaultState_ResolvesOnRealTable()
|
||||
{
|
||||
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
|
||||
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
|
||||
"Documents", "Asheron's Call");
|
||||
if (!Directory.Exists(datDir))
|
||||
{
|
||||
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
|
||||
return;
|
||||
}
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var mt = dats.Get<MotionTable>(0x09000001u);
|
||||
Assert.NotNull(mt);
|
||||
|
||||
var pose = AcDream.Core.Physics.Motion.MotionTablePose.DefaultStatePartFrames(
|
||||
mt!, id => dats.Get<Animation>(id));
|
||||
|
||||
Assert.NotNull(pose);
|
||||
_out.WriteLine($"human MT default pose parts={pose!.Count} " +
|
||||
$"part0=({pose[0].Origin.X:F3},{pose[0].Origin.Y:F3},{pose[0].Origin.Z:F3})");
|
||||
Assert.True(pose.Count >= 1);
|
||||
}
|
||||
|
||||
// ── #175 fix pins: ShadowShapeBuilder partPoseOverride ──────────────
|
||||
|
||||
private static Setup MakeTwoPartSetup()
|
||||
{
|
||||
var setup = new Setup();
|
||||
setup.Parts.Add(0x01000001u);
|
||||
setup.Parts.Add(0x01000002u);
|
||||
var placement = new AnimationFrame(2);
|
||||
placement.Frames.Clear();
|
||||
placement.Frames.Add(new Frame { Origin = new Vector3(0.88f, -0.44f, 1.37f),
|
||||
Orientation = new Quaternion(0f, 0f, -0.966f, 0.259f) });
|
||||
placement.Frames.Add(new Frame { Origin = new Vector3(-0.88f, -0.44f, 1.37f),
|
||||
Orientation = new Quaternion(0f, 0f, -0.259f, 0.966f) });
|
||||
setup.PlacementFrames[Placement.Default] = placement;
|
||||
return setup;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// With a motion-table pose override, the BSP part shapes must use it —
|
||||
/// the closed pose, not the ajar placement pose (the #175 offset).
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void FromSetup_PartPoseOverride_ReplacesPlacementFrames()
|
||||
{
|
||||
var setup = MakeTwoPartSetup();
|
||||
var closed = new[]
|
||||
{
|
||||
new Frame { Origin = new Vector3(0.85f, 0f, 1.37f), Orientation = Quaternion.Identity },
|
||||
new Frame { Origin = new Vector3(-0.85f, 0f, 1.37f), Orientation = Quaternion.Identity },
|
||||
};
|
||||
|
||||
var shapes = ShadowShapeBuilder.FromSetup(
|
||||
setup, entScale: 1f, hasPhysicsBsp: _ => true, partPoseOverride: closed);
|
||||
|
||||
Assert.Equal(2, shapes.Count);
|
||||
Assert.Equal(new Vector3(0.85f, 0f, 1.37f), shapes[0].LocalPosition);
|
||||
Assert.Equal(Quaternion.Identity, shapes[0].LocalRotation);
|
||||
Assert.Equal(new Vector3(-0.85f, 0f, 1.37f), shapes[1].LocalPosition);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Null override (no motion table) keeps the pre-#175 placement-frame
|
||||
/// behavior — landblock statics and table-less entities unchanged.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void FromSetup_NoOverride_KeepsPlacementFrames()
|
||||
{
|
||||
var setup = MakeTwoPartSetup();
|
||||
|
||||
var shapes = ShadowShapeBuilder.FromSetup(
|
||||
setup, entScale: 1f, hasPhysicsBsp: _ => true);
|
||||
|
||||
Assert.Equal(2, shapes.Count);
|
||||
Assert.Equal(new Vector3(0.88f, -0.44f, 1.37f), shapes[0].LocalPosition);
|
||||
Assert.Equal(new Quaternion(0f, 0f, -0.966f, 0.259f), shapes[0].LocalRotation);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A short override (fewer frames than parts) falls back to placement
|
||||
/// frames — a mismatched motion table must not misplace collision.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void FromSetup_ShortOverride_FallsBackPerPart()
|
||||
{
|
||||
var setup = MakeTwoPartSetup();
|
||||
var shortOverride = new[]
|
||||
{
|
||||
new Frame { Origin = new Vector3(0.85f, 0f, 1.37f), Orientation = Quaternion.Identity },
|
||||
};
|
||||
|
||||
var shapes = ShadowShapeBuilder.FromSetup(
|
||||
setup, entScale: 1f, hasPhysicsBsp: _ => true, partPoseOverride: shortOverride);
|
||||
|
||||
Assert.Equal(2, shapes.Count);
|
||||
Assert.Equal(new Vector3(0.85f, 0f, 1.37f), shapes[0].LocalPosition); // override
|
||||
Assert.Equal(new Vector3(-0.88f, -0.44f, 1.37f), shapes[1].LocalPosition); // placement fallback
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,157 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Options;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
using Env = System.Environment;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// #176/#177 membership half: production [cell-transit] lines
|
||||
/// (launch-137-gate2.log) fire 0.1–0.6 m PAST the portal plane in the travel
|
||||
/// direction (016E→017A at x=85.33–85.47 vs the plane at x=85.00), while the
|
||||
/// dat CellBSP volumes partition EXACTLY at the plane
|
||||
/// (Issue176177DungeonSeamInspectionTests.SeamCells_CellBspContainment) —
|
||||
/// retail's center-only point_in_cell flips at the plane. The render root
|
||||
/// (viewer cell) resolves through the same machinery; while it lags, the
|
||||
/// portal flood correctly refuses the boundary portal the eye has already
|
||||
/// crossed and the whole forward chain drops (the purple seam flash /
|
||||
/// stair pop). This replay measures OUR resolver's flip point across the
|
||||
/// x=85 seam in a controlled run.
|
||||
/// </summary>
|
||||
public class Issue176177SeamTransitLagTests
|
||||
{
|
||||
private const uint SeamCellWest = 0x8A02016Eu; // x 75..85
|
||||
private const uint SeamCellEast = 0x8A02017Au; // x 85..88.33
|
||||
|
||||
private readonly ITestOutputHelper _out;
|
||||
public Issue176177SeamTransitLagTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
private static string? ResolveDatDir()
|
||||
{
|
||||
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
|
||||
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
|
||||
"Documents", "Asheron's Call");
|
||||
return Directory.Exists(datDir) ? datDir : null;
|
||||
}
|
||||
|
||||
private static PhysicsEngine BuildEngine(DatCollection dats)
|
||||
{
|
||||
var engine = new PhysicsEngine();
|
||||
engine.DataCache = new PhysicsDataCache();
|
||||
|
||||
var toLoad = new System.Collections.Generic.HashSet<uint> { SeamCellWest, SeamCellEast };
|
||||
for (int ring = 0; ring < 3; ring++)
|
||||
{
|
||||
foreach (var known in new System.Collections.Generic.List<uint>(toLoad))
|
||||
{
|
||||
var cell = dats.Get<EnvCell>(known);
|
||||
if (cell is null) continue;
|
||||
foreach (var p in cell.CellPortals)
|
||||
toLoad.Add(0x8A020000u | p.OtherCellId);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var cellId in toLoad)
|
||||
{
|
||||
var envCell = dats.Get<EnvCell>(cellId);
|
||||
if (envCell is null) continue;
|
||||
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell.EnvironmentId);
|
||||
if (environment is null) continue;
|
||||
if (!environment.Cells.TryGetValue(envCell.CellStructure, out var cs)) continue;
|
||||
|
||||
var rot = new Quaternion(
|
||||
envCell.Position.Orientation.X, envCell.Position.Orientation.Y,
|
||||
envCell.Position.Orientation.Z, envCell.Position.Orientation.W);
|
||||
var world = Matrix4x4.CreateFromQuaternion(rot)
|
||||
* Matrix4x4.CreateTranslation(
|
||||
envCell.Position.Origin.X, envCell.Position.Origin.Y, envCell.Position.Origin.Z);
|
||||
|
||||
engine.DataCache.CacheCellStruct(cellId, envCell, cs!, world);
|
||||
}
|
||||
return engine;
|
||||
}
|
||||
|
||||
private static PhysicsBody GroundedBody()
|
||||
{
|
||||
var body = new PhysicsBody();
|
||||
body.ContactPlaneValid = true;
|
||||
body.ContactPlane = new Plane(Vector3.UnitZ, 6f);
|
||||
body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
|
||||
body.WalkablePolygonValid = true;
|
||||
body.WalkablePlane = new Plane(Vector3.UnitZ, 6f);
|
||||
body.WalkableUp = Vector3.UnitZ;
|
||||
body.WalkableVertices = new[]
|
||||
{
|
||||
new Vector3(75f, -41.67f, -6f),
|
||||
new Vector3(85f, -41.67f, -6f),
|
||||
new Vector3(85f, -38.33f, -6f),
|
||||
new Vector3(75f, -38.33f, -6f),
|
||||
};
|
||||
return body;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Run +X across the x=85 seam at run-speed tick steps (13.5 cm/tick ≈
|
||||
/// 4 m/s at 30 Hz) and record where ResolveWithTransition's CellId flips.
|
||||
/// Retail (center-only point_in_cell, exact-partition CellBSP) flips on
|
||||
/// the first tick whose END position is past x=85.00 — any flip later
|
||||
/// than one step past the plane is OUR lag.
|
||||
/// </summary>
|
||||
[Theory]
|
||||
[InlineData(+1)] // west → east across x=85
|
||||
[InlineData(-1)] // east → west back across
|
||||
public void RunAcrossSeam_CellFlipPosition(int direction)
|
||||
{
|
||||
var datDir = ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var engine = BuildEngine(dats);
|
||||
var body = GroundedBody();
|
||||
|
||||
const float step = 0.135f;
|
||||
float startX = direction > 0 ? 83.8f : 86.2f;
|
||||
uint cell = direction > 0 ? SeamCellWest : SeamCellEast;
|
||||
var pos = new Vector3(startX, -40f, -6f);
|
||||
|
||||
float? flipX = null;
|
||||
for (int tick = 0; tick < 26; tick++)
|
||||
{
|
||||
var target = pos + new Vector3(direction * step, 0f, 0f);
|
||||
var r = engine.ResolveWithTransition(
|
||||
currentPos: pos,
|
||||
targetPos: target,
|
||||
cellId: cell,
|
||||
sphereRadius: 0.48f,
|
||||
sphereHeight: 1.835f,
|
||||
stepUpHeight: 0.4f,
|
||||
stepDownHeight: 0.4f,
|
||||
isOnGround: true,
|
||||
body: body,
|
||||
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
|
||||
|
||||
bool flipped = r.CellId != cell;
|
||||
_out.WriteLine($"tick={tick,2} pos=({r.Position.X:F3},{r.Position.Y:F3},{r.Position.Z:F3}) " +
|
||||
$"cell=0x{r.CellId:X8} ok={r.Ok}{(flipped ? " <<< FLIP" : "")}");
|
||||
if (flipped && flipX is null)
|
||||
flipX = r.Position.X;
|
||||
|
||||
cell = r.CellId;
|
||||
pos = r.Position;
|
||||
if (direction > 0 && pos.X > 86.4f) break;
|
||||
if (direction < 0 && pos.X < 83.6f) break;
|
||||
}
|
||||
|
||||
Assert.NotNull(flipX);
|
||||
float lag = direction > 0 ? flipX!.Value - 85.00f : 85.00f - flipX!.Value;
|
||||
_out.WriteLine($"flip at x={flipX:F3} → lag past the plane = {lag:F3} m " +
|
||||
$"(one-tick quantization bound = {step:F3} m)");
|
||||
// Diagnostic, not a pin: the finding is the printed lag. A lag beyond
|
||||
// one tick step is the divergence under investigation.
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,150 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Tests.Conformance;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.Options;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// #180 residual — the camera-sweep SAWTOOTH in the Facility Hub corridor
|
||||
/// (0x8A020164), root-caused to a dead <c>BSPQuery.AdjustToPlane</c>:
|
||||
/// acdream (via ACE's misdecoded port) had the PerfectClip exact-contact
|
||||
/// machinery structurally inverted so it ALWAYS failed, and every PathClipped
|
||||
/// camera stop reverted to the previous transition-step boundary instead of
|
||||
/// the contact point. Live signature (launch-180-verify.log): the stateful
|
||||
/// sought re-extends ~3 mm/frame, the sweep passes silently until the step
|
||||
/// containing the contact, then clips a whole step (~0.27 m) back — a ~19 Hz
|
||||
/// sawtooth; the pre-stateful camera flipped 1-step vs 2-step backoffs
|
||||
/// (pulledIn 0.27 ↔ 0.53) — the ORIGINAL #176 stripe strobe.
|
||||
///
|
||||
/// This replay walks sweep targets along the exact captured ray
|
||||
/// (pivot → the [flap-sweep] in= of idx 28882) across the wall behind the
|
||||
/// spawn camera, against the REAL cell BSP. It pins the retail-faithful
|
||||
/// stop behavior (BSPTREE::adjust_to_plane 0x00539bf0, pseudocode
|
||||
/// docs/research/2026-07-06-adjust-to-plane-pseudocode.md):
|
||||
///
|
||||
/// 1. targets short of first touch pass unclipped (the wall plane is
|
||||
/// genuinely ~1.61 m out along this ray: dist(center,plane) > r);
|
||||
/// 2. every target past first touch CONTACTS (no silent pass-through
|
||||
/// band — pre-fix, targets embedded up to ~0.25 m passed);
|
||||
/// 3. the clipped eye is the CONSTANT surface-contact point (pre-fix it
|
||||
/// tracked the target one step back: eyeBack = s − ~0.27).
|
||||
/// </summary>
|
||||
public class Issue180CorridorSweepHysteresisReplayTests
|
||||
{
|
||||
private readonly ITestOutputHelper _out;
|
||||
public Issue180CorridorSweepHysteresisReplayTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
private const float ViewerSphereRadius = 0.3f; // retail viewer_sphere (acclient :93314)
|
||||
|
||||
private const uint FacilityHubLandblock = 0x8A020000u;
|
||||
private const uint CorridorCell = 0x8A020164u;
|
||||
|
||||
// [flap-cam] player=(70.58,-40.16,-5.90) (parked spawn) + PivotHeight 1.5.
|
||||
private static readonly Vector3 Pivot = new(70.58f, -40.16f, -4.40f);
|
||||
|
||||
// [flap-sweep] idx 28882: the captured in= that clipped (the sawtooth's deep edge).
|
||||
private static readonly Vector3 THit = new(70.366051f, -38.628315f, -3.935829f);
|
||||
|
||||
private static (PhysicsEngine, PhysicsDataCache) BuildCorridorEngine(DatCollection dats)
|
||||
{
|
||||
var cache = new PhysicsDataCache();
|
||||
var engine = new PhysicsEngine { DataCache = cache };
|
||||
for (uint low = 0x0100u; low <= 0x01FFu; low++)
|
||||
{
|
||||
uint id = FacilityHubLandblock | low;
|
||||
try { ConformanceDats.LoadEnvCell(dats, cache, id); }
|
||||
catch (InvalidOperationException) { /* cell id not present in this dungeon */ }
|
||||
}
|
||||
|
||||
var heights = new byte[81];
|
||||
var heightTable = new float[256];
|
||||
for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
|
||||
engine.AddLandblock(FacilityHubLandblock, new TerrainSurface(heights, heightTable),
|
||||
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(), 0f, 0f);
|
||||
return (engine, cache);
|
||||
}
|
||||
|
||||
/// <summary>Mirror of PhysicsCameraCollisionProbe.SweepEye's transition call.</summary>
|
||||
private static ResolveResult SweepViewer(PhysicsEngine engine, Vector3 pivot, Vector3 desiredEye, uint cellId)
|
||||
{
|
||||
uint startCell = cellId;
|
||||
if ((cellId & 0xFFFFu) >= 0x0100u)
|
||||
{
|
||||
var (pivotCell, found) = engine.AdjustPosition(cellId, pivot);
|
||||
if (found) startCell = pivotCell;
|
||||
}
|
||||
|
||||
Vector3 begin = pivot - new Vector3(0f, 0f, ViewerSphereRadius);
|
||||
Vector3 end = desiredEye - new Vector3(0f, 0f, ViewerSphereRadius);
|
||||
|
||||
return engine.ResolveWithTransition(
|
||||
currentPos: begin,
|
||||
targetPos: end,
|
||||
cellId: startCell,
|
||||
sphereRadius: ViewerSphereRadius,
|
||||
sphereHeight: 0f,
|
||||
stepUpHeight: 0f,
|
||||
stepDownHeight: 0f,
|
||||
isOnGround: false,
|
||||
body: null,
|
||||
moverFlags: ObjectInfoState.IsViewer | ObjectInfoState.PathClipped
|
||||
| ObjectInfoState.FreeRotate | ObjectInfoState.PerfectClip,
|
||||
movingEntityId: 0);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ClippedStop_IsTheContactPoint_NotAStepBoundary()
|
||||
{
|
||||
var datDir = ConformanceDats.ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; }
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var (engine, _) = BuildCorridorEngine(dats);
|
||||
|
||||
Vector3 dir = Vector3.Normalize(THit - Pivot);
|
||||
|
||||
var clippedEyeBacks = new List<float>();
|
||||
for (float s = 1.20f; s <= 1.75f; s += 0.025f)
|
||||
{
|
||||
Vector3 target = Pivot + dir * s;
|
||||
var r = SweepViewer(engine, Pivot, target, CorridorCell);
|
||||
Vector3 eye = r.Position + new Vector3(0f, 0f, ViewerSphereRadius);
|
||||
float eyeBack = Vector3.Distance(Pivot, eye);
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"s={s:F3} eyeBack={eyeBack:F3} collNorm={r.CollisionNormalValid}"));
|
||||
|
||||
if (s <= 1.55f)
|
||||
{
|
||||
// (1) Short of first touch (~1.61 m): the sweep must reach the target.
|
||||
Assert.False(r.CollisionNormalValid,
|
||||
$"s={s:F3}: no wall within reach, sweep must not clip");
|
||||
Assert.True(MathF.Abs(eyeBack - s) < 0.01f,
|
||||
$"s={s:F3}: unclipped sweep must reach the target, got eyeBack={eyeBack:F3}");
|
||||
}
|
||||
else if (s >= 1.65f)
|
||||
{
|
||||
// (2) Past first touch: every target must contact — the pre-fix
|
||||
// defect passed targets embedded up to ~0.25 m unclipped.
|
||||
Assert.True(r.CollisionNormalValid,
|
||||
$"s={s:F3}: target past the wall must clip");
|
||||
clippedEyeBacks.Add(eyeBack);
|
||||
}
|
||||
}
|
||||
|
||||
// (3) The clipped stop is the constant surface-contact point. Pre-fix the
|
||||
// stop tracked the target one step back (eyeBack = s − ~0.27, spread
|
||||
// ≈ 0.10 m over this range); retail's adjust_to_plane commits the
|
||||
// last-clear time within a 0.02 window of the contact.
|
||||
Assert.True(clippedEyeBacks.Count >= 4, "expected several clipped samples");
|
||||
float min = float.MaxValue, max = float.MinValue;
|
||||
foreach (var e in clippedEyeBacks) { min = MathF.Min(min, e); max = MathF.Max(max, e); }
|
||||
Assert.True(max - min < 0.03f,
|
||||
$"clipped stops must be one contact point, got spread {max - min:F3} m ({min:F3}..{max:F3})");
|
||||
}
|
||||
}
|
||||
110
tests/AcDream.Core.Tests/Physics/Issue182CrowdJumpTests.cs
Normal file
110
tests/AcDream.Core.Tests/Physics/Issue182CrowdJumpTests.cs
Normal file
|
|
@ -0,0 +1,110 @@
|
|||
using System;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// End-to-end (Core) proof of the #182 airborne-stuck fix: a jump velocity blocked by a
|
||||
/// creature BLEEDS to zero within a few frames so gravity can resume — the player falls /
|
||||
/// glides off instead of hanging in the falling animation. Chains the same steps the
|
||||
/// PlayerMovementController per-frame loop runs, minus the App layer:
|
||||
/// integrate (UpdatePhysicsInternal + gravity) → ResolveWithTransition → apply →
|
||||
/// handle_all_collisions (PhysicsObjUpdate).
|
||||
/// Before the rebuild the velocity persisted (only an airborne-only reflect that barely
|
||||
/// touched +Z against a near-horizontal normal); now fs>1 zeros it.
|
||||
/// </summary>
|
||||
public class Issue182CrowdJumpTests
|
||||
{
|
||||
private readonly ITestOutputHelper _out;
|
||||
public Issue182CrowdJumpTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
private const uint Lb = 0xA9B40000u;
|
||||
private const uint Cell = Lb | 0x0001u;
|
||||
private const float R = 0.48f, H = 1.835f, StepUp = 0.60f, StepDown = 0.04f;
|
||||
private const float Dt = 1f / 30f; // one physics quantum
|
||||
|
||||
private static PhysicsEngine BuildEngine()
|
||||
{
|
||||
var engine = new PhysicsEngine { DataCache = new PhysicsDataCache() };
|
||||
engine.AddLandblock(Lb, new TerrainSurface(new byte[81], new float[256]),
|
||||
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(), 0f, 0f);
|
||||
return engine;
|
||||
}
|
||||
|
||||
private static void RegisterCreatureAt(PhysicsEngine e, uint id, Vector3 c)
|
||||
=> e.ShadowObjects.Register(id, 0u, c, Quaternion.Identity, R,
|
||||
0f, 0f, Lb, ShadowCollisionType.Sphere, 0f, 1f, 0u,
|
||||
EntityCollisionFlags.IsCreature, isStatic: false);
|
||||
|
||||
[Fact]
|
||||
public void BlockedJump_VelocityBleedsToZero_ThenGravityResumes()
|
||||
{
|
||||
var engine = BuildEngine();
|
||||
RegisterCreatureAt(engine, 0xC0B0u, new Vector3(12f, 10f, 4.5f)); // creature overhead
|
||||
|
||||
var body = new PhysicsBody
|
||||
{
|
||||
Position = new Vector3(12f, 10f, 3.0f),
|
||||
Orientation = Quaternion.Identity,
|
||||
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
|
||||
TransientState = TransientStateFlags.None, // airborne
|
||||
Velocity = new Vector3(0f, 0f, 12f), // a jump: moving straight up
|
||||
};
|
||||
uint cell = Cell;
|
||||
|
||||
bool bled = false;
|
||||
for (int frame = 0; frame < 20; frame++)
|
||||
{
|
||||
// 1) integrate velocity + gravity into a candidate (mirrors the controller's §4).
|
||||
var pre = body.Position;
|
||||
body.calc_acceleration();
|
||||
body.UpdatePhysicsInternal(Dt);
|
||||
var post = body.Position;
|
||||
bool candidateMoved = post != pre; // retail candidate != m_position gate
|
||||
|
||||
// 2) resolve the candidate against the crowd.
|
||||
var r = engine.ResolveWithTransition(pre, post, cell, R, H, StepUp, StepDown,
|
||||
isOnGround: false, body: body,
|
||||
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
|
||||
|
||||
// 3) apply + contact determination (mirrors the controller's SetPositionInternal).
|
||||
bool prevOnWalkable = body.OnWalkable;
|
||||
body.Position = r.Position;
|
||||
cell = r.CellId;
|
||||
if (r.IsOnGround && body.Velocity.Z <= 0f)
|
||||
{
|
||||
body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
|
||||
body.calc_acceleration();
|
||||
if (body.Velocity.Z < 0f) body.Velocity = new Vector3(body.Velocity.X, body.Velocity.Y, 0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
body.TransientState &= ~(TransientStateFlags.Contact | TransientStateFlags.OnWalkable);
|
||||
body.calc_acceleration();
|
||||
}
|
||||
|
||||
// 4) handle_all_collisions: reflect (fsf<=1) or zero (fsf>1) — but ONLY when the
|
||||
// candidate moved (retail skips SetPositionInternal otherwise), so gravity can
|
||||
// rebuild the velocity after the bleed instead of it being re-zeroed each frame.
|
||||
if (candidateMoved)
|
||||
PhysicsObjUpdate.HandleAllCollisions(body,
|
||||
r.CollisionNormalValid, r.CollisionNormal,
|
||||
prevContact: false, prevOnWalkable, nowOnWalkable: body.OnWalkable);
|
||||
|
||||
_out.WriteLine($"frame{frame,2}: z={body.Position.Z:F3} vz={body.Velocity.Z:F3} " +
|
||||
$"fsf={body.FramesStationaryFall}");
|
||||
|
||||
// The upward jump velocity must collapse to ~0 (or reverse to falling) within a few
|
||||
// frames of being blocked — the bleed. Before the fix it persisted near +12.
|
||||
if (frame >= 1 && frame <= 6 && body.Velocity.Z <= 0.5f)
|
||||
bled = true;
|
||||
}
|
||||
|
||||
Assert.True(bled, "the blocked jump velocity must bleed to ~0 within a few frames (fsf>1 → v=0)");
|
||||
// After bleeding, gravity has taken over — the body is no longer being shoved upward.
|
||||
Assert.True(body.Velocity.Z <= 0.5f, $"velocity should not persist upward; got vz={body.Velocity.Z:F3}");
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,192 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
using Plane = System.Numerics.Plane;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// #185 outdoor-stairs phantom (2026-07-08) — dat-free reproduction of the
|
||||
/// house-on-stilts staircase jam. The stairs are a continuous, COPLANAR
|
||||
/// 38.7° ramp built from stacked step-box objects (gfxObj 0x01000AC5); the
|
||||
/// tread quads abut at 0.5 m seams that fall on object boundaries. Walking
|
||||
/// up, at one seam the grounded forward move loses its contact plane and the
|
||||
/// step-down recovery cannot reach the coplanar (at-level) continuation, so
|
||||
/// <c>EdgeSlideAfterStepDownFailed</c> → <c>PrecipiceSlide</c> fabricates the
|
||||
/// tread-edge normal <c>(0,±0.78,±0.62)</c>, which <c>SetSlidingNormal</c>
|
||||
/// horizontalises to <c>(0,±1,0)</c> — absorbing the +Y up-stairs motion into
|
||||
/// a pure sideways slide (the #137 / TS-4 family). A jump's +Z clears it.
|
||||
///
|
||||
/// <para>
|
||||
/// Fixtures captured live this session: the player pins at world
|
||||
/// <c>(131.71, 77.914, 61.485)</c> with <c>slidingNormal=(0,1,0)</c> and a
|
||||
/// re-fabricated <c>collisionNormal=(0,0.78,0.62)</c>; the tread the player is
|
||||
/// grounded on has world verts <c>(132.75,77.495,61.015)…</c>. The step-box
|
||||
/// geometry is hydrated from the captured gfxobj dump
|
||||
/// (<c>Fixtures/issue185/0x01000AC5.gfxobj.json</c>) so the test is
|
||||
/// self-contained (no dat) and CI-runnable.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// The step origins march +0.5 world-Y / +0.4 world-Z (matching every observed
|
||||
/// <c>[resolve-bldg]</c> origin: 75.2/75.7/76.2/76.7/77.2). The player's tread
|
||||
/// (k=4) is pinned to origin <c>(132.0, 77.245, 60.415)</c> by the captured
|
||||
/// walkable verts. k=0..7 are registered to span the jam seam + the
|
||||
/// continuation the player must climb onto.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public class Issue185OutdoorStairsSeamReplayTests
|
||||
{
|
||||
private readonly ITestOutputHelper _out;
|
||||
public Issue185OutdoorStairsSeamReplayTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
private const uint StairCellId = 0xF682002Cu; // outdoor landcell (low16 = 0x2C < 0x100)
|
||||
private const uint StairLandblock = 0xF6820000u;
|
||||
private const uint StepGfxObjId = 0x01000AC5u;
|
||||
private const int StepCount = 8;
|
||||
|
||||
// A +90°-about-Z-rotated step-box maps its local tread normal
|
||||
// (-0.625,0,0.781) → world (0,-0.625,0.781) (the captured tread plane).
|
||||
private static readonly Quaternion StepRot =
|
||||
Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 2f);
|
||||
|
||||
// k=4 tread lands at the captured walkable verts when the step origin is
|
||||
// (132.0, 77.245, 60.415); step k origin = this + k·(0, 0.5, 0.4), k−4 offset.
|
||||
private static readonly Vector3 Step0Origin = new(132.0f, 75.245f, 58.815f);
|
||||
|
||||
private static PhysicsEngine BuildStairEngine()
|
||||
{
|
||||
var cache = new PhysicsDataCache();
|
||||
var engine = new PhysicsEngine { DataCache = cache };
|
||||
|
||||
// Hydrate the step-box collision geometry from the captured dump.
|
||||
var dumpPath = Path.Combine(SolutionRoot(), "tests", "AcDream.Core.Tests",
|
||||
"Fixtures", "issue185", "0x01000AC5.gfxobj.json");
|
||||
Assert.True(File.Exists(dumpPath), $"Missing fixture: {dumpPath}");
|
||||
var physics = GfxObjDumpSerializer.Hydrate(GfxObjDumpSerializer.Read(dumpPath));
|
||||
cache.RegisterGfxObjForTest(StepGfxObjId, physics);
|
||||
float bspR = physics.BoundingSphere?.Radius ?? 1.06f;
|
||||
|
||||
// Stub landblock (terrain far below Z=61) so the outdoor context resolves
|
||||
// without the player's grounding ever seeing terrain — it stands on the treads.
|
||||
var heights = new byte[81];
|
||||
var heightTable = new float[256];
|
||||
for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
|
||||
engine.AddLandblock(
|
||||
landblockId: StairLandblock,
|
||||
terrain: new TerrainSurface(heights, heightTable),
|
||||
cells: Array.Empty<CellSurface>(),
|
||||
portals: Array.Empty<PortalPlane>(),
|
||||
worldOffsetX: 0f,
|
||||
worldOffsetY: 0f);
|
||||
|
||||
for (int k = 0; k < StepCount; k++)
|
||||
{
|
||||
var origin = Step0Origin + new Vector3(0f, 0.5f * k, 0.4f * k);
|
||||
engine.ShadowObjects.Register(
|
||||
entityId: 0xF6820100u + (uint)k,
|
||||
gfxObjId: StepGfxObjId,
|
||||
worldPos: origin,
|
||||
rotation: StepRot,
|
||||
radius: bspR,
|
||||
worldOffsetX: 0f,
|
||||
worldOffsetY: 0f,
|
||||
landblockId: StairLandblock,
|
||||
collisionType: ShadowCollisionType.BSP,
|
||||
scale: 1.0f,
|
||||
seedCellId: StairCellId);
|
||||
}
|
||||
|
||||
return engine;
|
||||
}
|
||||
|
||||
private static PhysicsBody GroundedOnTread()
|
||||
{
|
||||
var tread = new Plane(new Vector3(0f, -0.62469506f, 0.78086877f), 0.765995f);
|
||||
return new PhysicsBody
|
||||
{
|
||||
Position = new Vector3(131.72375f, 77.49132f, 61.146755f),
|
||||
Orientation = Quaternion.Identity,
|
||||
ContactPlaneValid = true,
|
||||
ContactPlane = tread,
|
||||
ContactPlaneCellId = StairCellId,
|
||||
WalkablePolygonValid = true,
|
||||
WalkablePlane = tread,
|
||||
WalkableUp = Vector3.UnitZ,
|
||||
WalkableVertices = new[]
|
||||
{
|
||||
new Vector3(132.75f, 77.495f, 61.015f),
|
||||
new Vector3(131.25f, 77.495f, 61.015f),
|
||||
new Vector3(131.25f, 76.995f, 60.615f),
|
||||
new Vector3(132.75f, 76.995f, 60.615f),
|
||||
},
|
||||
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Drive a held-forward run up the ramp (flat +Y target each tick, physics
|
||||
/// climbs Z via contact projection — as the movement controller sends it).
|
||||
/// The player must climb PAST the tread seam (Y > 78.1); pre-fix it pins
|
||||
/// at ~77.9 and persists a horizontal sliding normal = the wedge.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void OutdoorStairs_ForwardRun_ClimbsPastSeam_NoWedge()
|
||||
{
|
||||
var engine = BuildStairEngine();
|
||||
var body = GroundedOnTread();
|
||||
|
||||
var pos = body.Position;
|
||||
uint cell = StairCellId;
|
||||
ResolveResult r = default;
|
||||
|
||||
for (int i = 0; i < 12; i++)
|
||||
{
|
||||
var target = new Vector3(pos.X, pos.Y + 0.2f, pos.Z); // flat +Y; physics climbs
|
||||
r = engine.ResolveWithTransition(
|
||||
currentPos: pos,
|
||||
targetPos: target,
|
||||
cellId: cell,
|
||||
sphereRadius: 0.48f,
|
||||
sphereHeight: 1.835f,
|
||||
stepUpHeight: 0.6f,
|
||||
stepDownHeight: 1.5f,
|
||||
isOnGround: true,
|
||||
body: body,
|
||||
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
|
||||
movingEntityId: 0x01000000u);
|
||||
|
||||
_out.WriteLine(
|
||||
$"f{i}: out=({r.Position.X:F3},{r.Position.Y:F3},{r.Position.Z:F3}) cell=0x{r.CellId:X8} " +
|
||||
$"cnV={r.CollisionNormalValid} cn=({r.CollisionNormal.X:F2},{r.CollisionNormal.Y:F2},{r.CollisionNormal.Z:F2}) " +
|
||||
$"sliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)} " +
|
||||
$"sN=({body.SlidingNormal.X:F2},{body.SlidingNormal.Y:F2},{body.SlidingNormal.Z:F2})");
|
||||
|
||||
pos = r.Position;
|
||||
cell = r.CellId;
|
||||
body.Position = pos;
|
||||
}
|
||||
|
||||
Assert.True(pos.Y > 78.10f,
|
||||
$"Player must climb past the tread seam (reached Y={pos.Y:F3}); pinned at ~77.9 = the " +
|
||||
$"#185 fabricated-precipice wedge (PrecipiceSlide horizontal sliding normal absorbs +Y).");
|
||||
Assert.False(body.TransientState.HasFlag(TransientStateFlags.Sliding),
|
||||
"A continuous walkable ramp seam must not persist a horizontal sliding normal (#137 family).");
|
||||
}
|
||||
|
||||
private static string SolutionRoot()
|
||||
{
|
||||
var dir = AppContext.BaseDirectory;
|
||||
while (!string.IsNullOrEmpty(dir))
|
||||
{
|
||||
if (File.Exists(Path.Combine(dir, "AcDream.slnx")))
|
||||
return dir;
|
||||
dir = Path.GetDirectoryName(dir);
|
||||
}
|
||||
throw new InvalidOperationException(
|
||||
"Could not locate AcDream.slnx from " + AppContext.BaseDirectory);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,197 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Options;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
using Env = System.Environment;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// #186 diagnostic (report-only): dump the render-shell + collision geometry of the
|
||||
/// connecting-room grey-flap cells (0xF6820116 player room, 0xF6820117 next room,
|
||||
/// 0xF6820118 the connector root where the frame greys). Answers: is 0118 a CLOSED
|
||||
/// shell (walls/floor/ceiling covering every direction bar the portal apertures) or a
|
||||
/// bare connector? And does it carry collision geometry (so the camera sweep would
|
||||
/// hard-stop) or none (so the boom coasts to a degenerate spot)? Skips without the dat.
|
||||
/// </summary>
|
||||
public class Issue186ConnectorCellGeometryInspectionTests
|
||||
{
|
||||
private readonly ITestOutputHelper _out;
|
||||
public Issue186ConnectorCellGeometryInspectionTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
private static string? DatDir()
|
||||
{
|
||||
var d = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
|
||||
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile), "Documents", "Asheron's Call");
|
||||
return Directory.Exists(d) ? d : null;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Dump_ConnectorCells_ShellAndCollision()
|
||||
{
|
||||
var datDir = DatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
foreach (uint cellId in new[] { 0xF6820116u, 0xF6820117u, 0xF6820118u })
|
||||
{
|
||||
var env = dats.Get<EnvCell>(cellId);
|
||||
if (env is null) { _out.WriteLine($"cell 0x{cellId:X8}: EnvCell NOT FOUND"); continue; }
|
||||
|
||||
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | env.EnvironmentId);
|
||||
environment!.Cells.TryGetValue(env.CellStructure, out var cs);
|
||||
|
||||
var portals = env.CellPortals?.Select(p => $"0x{(0xF6820000u | p.OtherCellId):X8}") ?? Enumerable.Empty<string>();
|
||||
_out.WriteLine($"=== cell 0x{cellId:X8} envId=0x{env.EnvironmentId:X4} struct={env.CellStructure} " +
|
||||
$"pos=({env.Position.Origin.X:F2},{env.Position.Origin.Y:F2},{env.Position.Origin.Z:F2}) ===");
|
||||
_out.WriteLine($" CellPortals -> [{string.Join(",", portals)}] VisibleCells={env.VisibleCells?.Count ?? 0}");
|
||||
|
||||
if (cs is null) { _out.WriteLine(" CellStruct: NULL"); continue; }
|
||||
|
||||
int renderPolys = cs.Polygons?.Count ?? 0;
|
||||
int physPolys = cs.PhysicsPolygons?.Count ?? 0;
|
||||
bool physBsp = cs.PhysicsBSP?.Root is not null;
|
||||
bool cellBsp = cs.CellBSP?.Root is not null;
|
||||
_out.WriteLine($" renderPolys={renderPolys} physicsPolys={physPolys} physicsBSP={(physBsp ? "YES" : "NO")} cellBSP={(cellBsp ? "YES" : "NO")}");
|
||||
|
||||
// Render-shell normal coverage: bucket each render poly's local normal by
|
||||
// dominant axis to see whether the shell encloses (has +/-X,+/-Y,+/-Z faces).
|
||||
if (cs.Polygons is not null && cs.VertexArray?.Vertices is not null)
|
||||
{
|
||||
var buckets = new Dictionary<string, int>();
|
||||
foreach (var poly in cs.Polygons.Values)
|
||||
{
|
||||
var n = PolyNormal(poly, cs.VertexArray);
|
||||
if (n is null) continue;
|
||||
buckets.TryGetValue(DomAxis(n.Value), out int c);
|
||||
buckets[DomAxis(n.Value)] = c + 1;
|
||||
}
|
||||
_out.WriteLine(" render-shell normal buckets: " +
|
||||
string.Join(" ", buckets.OrderBy(k => k.Key).Select(k => $"{k.Key}={k.Value}")));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #186 root-cause probe (report-only): for every portal of the three connector
|
||||
/// cells, reproduce acdream's RENDER side test (centroid-derived InsideSide,
|
||||
/// GameWindow.cs:7425-7438 + PortalVisibilityBuilder.cs:857-864) and compare it to
|
||||
/// the dat <c>PortalSide</c> bit that retail's PView::InitCell (0x005a4b70) and
|
||||
/// acdream's own PHYSICS path (CellTransit.cs:190) use. Evaluates each at the live
|
||||
/// retail/acdream grey-pose eye. The retail cdb trace proved retail ADMITS 0118->0116
|
||||
/// at this eye; acdream CULLs it. This dump shows whether the centroid InsideSide
|
||||
/// disagrees with the dat PortalSide for 0118->0116 (the fix) and AGREES elsewhere
|
||||
/// (so the fix is surgical, not a global side-test change).
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void PortalSide_CentroidVsDatBit_AtGreyEye()
|
||||
{
|
||||
var datDir = DatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
// Live grey-pose eye (fresh HEAD capture + retail cdb trace both ~here).
|
||||
var eyeWorld = new Vector3(135.51f, 83.32f, 69.16f);
|
||||
|
||||
var disagreements = new List<string>(); // portals where centroid != dat bit
|
||||
bool sawConnectorBackPortal = false; // the 0118->0116 case
|
||||
bool connectorCentroidCulls = false, connectorDatAdmits = false;
|
||||
|
||||
foreach (uint cellId in new[] { 0xF6820116u, 0xF6820117u, 0xF6820118u })
|
||||
{
|
||||
var env = dats.Get<EnvCell>(cellId);
|
||||
if (env is null) { _out.WriteLine($"cell 0x{cellId:X8}: EnvCell NOT FOUND"); continue; }
|
||||
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | env.EnvironmentId);
|
||||
if (environment is null || !environment.Cells.TryGetValue(env.CellStructure, out var cs) || cs is null)
|
||||
{ _out.WriteLine($"cell 0x{cellId:X8}: no CellStruct"); continue; }
|
||||
|
||||
var origin = new Vector3(env.Position.Origin.X, env.Position.Origin.Y, env.Position.Origin.Z);
|
||||
var orient = new Quaternion(env.Position.Orientation.X, env.Position.Orientation.Y,
|
||||
env.Position.Orientation.Z, env.Position.Orientation.W);
|
||||
var world = Matrix4x4.CreateFromQuaternion(orient) * Matrix4x4.CreateTranslation(origin);
|
||||
Matrix4x4.Invert(world, out var inverse);
|
||||
var localEye = Vector3.Transform(eyeWorld, inverse);
|
||||
|
||||
// Centroid = AABB center over ALL cell verts (GameWindow.cs:7373-7394).
|
||||
var bmin = new Vector3(float.MaxValue); var bmax = new Vector3(float.MinValue);
|
||||
foreach (var kv in cs.VertexArray!.Vertices)
|
||||
{ var p = new Vector3(kv.Value.Origin.X, kv.Value.Origin.Y, kv.Value.Origin.Z);
|
||||
bmin = Vector3.Min(bmin, p); bmax = Vector3.Max(bmax, p); }
|
||||
var centroid = (bmin + bmax) * 0.5f;
|
||||
|
||||
_out.WriteLine($"=== cell 0x{cellId:X8} localEye=({localEye.X:F2},{localEye.Y:F2},{localEye.Z:F2}) ===");
|
||||
foreach (var portal in env.CellPortals!)
|
||||
{
|
||||
if (!cs.Polygons!.TryGetValue(portal.PolygonId, out var poly) || poly.VertexIds is null || poly.VertexIds.Count < 3)
|
||||
{ _out.WriteLine($" p->0x{portal.OtherCellId:X4}: no poly"); continue; }
|
||||
Vector3 V(int k) { var v = cs.VertexArray.Vertices[(ushort)poly.VertexIds[k]]; return new Vector3(v.Origin.X, v.Origin.Y, v.Origin.Z); }
|
||||
var p0 = V(0); var p1 = V(1); var p2 = V(2);
|
||||
var normal = Vector3.Normalize(Vector3.Cross(p1 - p0, p2 - p0));
|
||||
float d = -Vector3.Dot(normal, p0);
|
||||
|
||||
float centroidDot = Vector3.Dot(normal, centroid) + d;
|
||||
int centroidInside = centroidDot >= 0 ? 0 : 1;
|
||||
|
||||
ushort flags = (ushort)portal.Flags;
|
||||
bool portalSide = (flags & 0x2) == 0; // PortalInfo.cs:44 / CellPortal.cs:24
|
||||
int datInside = portalSide ? 1 : 0; // mapping derived from retail InitCell + physics CellTransit
|
||||
|
||||
float eyeDot = Vector3.Dot(normal, localEye) + d;
|
||||
const float eps = 0.01f;
|
||||
bool admitCentroid = centroidInside == 0 ? eyeDot >= -eps : eyeDot <= eps;
|
||||
bool admitDat = datInside == 0 ? eyeDot >= -eps : eyeDot <= eps;
|
||||
|
||||
if (centroidInside != datInside)
|
||||
disagreements.Add($"0x{cellId & 0xFFFF:X4}->0x{portal.OtherCellId:X4}");
|
||||
if (cellId == 0xF6820118u && portal.OtherCellId == 0x0116)
|
||||
{
|
||||
sawConnectorBackPortal = true;
|
||||
connectorCentroidCulls = !admitCentroid;
|
||||
connectorDatAdmits = admitDat;
|
||||
}
|
||||
|
||||
string flag = centroidInside != datInside ? " <<< DISAGREE" : "";
|
||||
string verdict = admitCentroid != admitDat ? $" centroid={(admitCentroid ? "ADMIT" : "CULL")} dat={(admitDat ? "ADMIT" : "CULL")}" : "";
|
||||
_out.WriteLine($" p->0x{portal.OtherCellId:X4} flags=0x{flags:X2} PortalSide={portalSide,-5} " +
|
||||
$"centroidInside={centroidInside} datInside={datInside} eyeDot={eyeDot,7:F3} " +
|
||||
$"admit[centroid={admitCentroid,-5} dat={admitDat,-5}]{flag}{verdict}");
|
||||
}
|
||||
}
|
||||
|
||||
// Root cause + fix pins (the retail cdb trace is the oracle: retail draws 0116
|
||||
// from the 0118 root at this eye; acdream's centroid rule culled it → grey).
|
||||
Assert.True(sawConnectorBackPortal, "0xF6820118->0116 portal not found in the dat");
|
||||
Assert.True(connectorCentroidCulls, "the OLD centroid rule should CULL 0118->0116 at the grey eye (the bug)");
|
||||
Assert.True(connectorDatAdmits, "the dat PortalSide bit should ADMIT 0118->0116 at the grey eye (the fix, matches retail)");
|
||||
// Surgical: the ONLY portal across these three cells where the centroid rule
|
||||
// disagrees with the dat bit is the one #186 breaks. If this list ever grows,
|
||||
// the centroid→dat-bit switch is no longer a no-op for the working portals.
|
||||
Assert.Equal(new[] { "0x0118->0x0116" }, disagreements.ToArray());
|
||||
}
|
||||
|
||||
private static Vector3? PolyNormal(DatReaderWriter.Types.Polygon poly, DatReaderWriter.Types.VertexArray va)
|
||||
{
|
||||
if (poly.VertexIds is null || poly.VertexIds.Count < 3) return null;
|
||||
if (!va.Vertices.TryGetValue((ushort)poly.VertexIds[0], out var a)) return null;
|
||||
if (!va.Vertices.TryGetValue((ushort)poly.VertexIds[1], out var b)) return null;
|
||||
if (!va.Vertices.TryGetValue((ushort)poly.VertexIds[2], out var c)) return null;
|
||||
var n = Vector3.Cross(
|
||||
new Vector3(b.Origin.X, b.Origin.Y, b.Origin.Z) - new Vector3(a.Origin.X, a.Origin.Y, a.Origin.Z),
|
||||
new Vector3(c.Origin.X, c.Origin.Y, c.Origin.Z) - new Vector3(a.Origin.X, a.Origin.Y, a.Origin.Z));
|
||||
return n.LengthSquared() < 1e-9f ? (Vector3?)null : Vector3.Normalize(n);
|
||||
}
|
||||
|
||||
private static string DomAxis(Vector3 n)
|
||||
{
|
||||
float ax = MathF.Abs(n.X), ay = MathF.Abs(n.Y), az = MathF.Abs(n.Z);
|
||||
if (ax >= ay && ax >= az) return n.X >= 0 ? "+X" : "-X";
|
||||
if (ay >= ax && ay >= az) return n.Y >= 0 ? "+Y" : "-Y";
|
||||
return n.Z >= 0 ? "+Z" : "-Z";
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,168 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Options;
|
||||
using DatReaderWriter.Types;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
using Env = System.Environment;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// #188 root-cause evidence (report-only): decode the REAL dat MotionTable
|
||||
/// for the "Pedestal Weak Spot" fading-wall entity identified live
|
||||
/// (guid 0x7C95B03B, MotionTableId 0x090000F9, Setup 0x02000D55). CONFIRMED:
|
||||
/// its open cycle carries EtherealHook + TransparentPartHook + SoundTableHook
|
||||
/// — a translucency-fade effect, not part-transform motion — and acdream has
|
||||
/// no registered <see cref="IAnimationHookSink"/> that consumes Transparent/
|
||||
/// NoDraw/Ethereal/ReplaceObject/Scale hooks (only Particle/Lighting/Audio are
|
||||
/// wired). Kept as a reusable decoder for any future "why doesn't this
|
||||
/// animate" question — swap the MotionTableId.
|
||||
/// </summary>
|
||||
public class Issue188FadingDoorMotionTableInspectionTests
|
||||
{
|
||||
private readonly ITestOutputHelper _out;
|
||||
public Issue188FadingDoorMotionTableInspectionTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
private static string? DatDir()
|
||||
{
|
||||
var d = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
|
||||
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile), "Documents", "Asheron's Call");
|
||||
return Directory.Exists(d) ? d : null;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Reflect_DatReaderWriter_HookTypes()
|
||||
{
|
||||
// Dump the DatReaderWriter assembly's hook-related type shapes so the
|
||||
// real data-walk test below uses correct field names (no guessing).
|
||||
var asm = typeof(MotionTable).Assembly;
|
||||
_out.WriteLine($"assembly: {asm.FullName}");
|
||||
|
||||
foreach (var t in asm.GetTypes().Where(t => t.Name.Contains("Hook", StringComparison.OrdinalIgnoreCase)))
|
||||
{
|
||||
_out.WriteLine($"=== type {t.FullName} (base={t.BaseType?.Name}) ===");
|
||||
foreach (var p in t.GetProperties(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly))
|
||||
_out.WriteLine($" [prop] {p.PropertyType.Name} {p.Name}");
|
||||
foreach (var f in t.GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly))
|
||||
_out.WriteLine($" [field] {f.FieldType.Name} {f.Name}");
|
||||
}
|
||||
|
||||
void DumpMembers(Type t, string label)
|
||||
{
|
||||
_out.WriteLine($"=== {label} ({t.FullName}) ===");
|
||||
foreach (var p in t.GetProperties(BindingFlags.Public | BindingFlags.Instance))
|
||||
_out.WriteLine($" [prop] {p.PropertyType} {p.Name}");
|
||||
foreach (var f in t.GetFields(BindingFlags.Public | BindingFlags.Instance))
|
||||
_out.WriteLine($" [field] {f.FieldType} {f.Name}");
|
||||
}
|
||||
|
||||
DumpMembers(typeof(MotionData), "MotionData");
|
||||
DumpMembers(asm.GetTypes().First(t => t.Name == "AnimData"), "AnimData");
|
||||
DumpMembers(typeof(Animation), "Animation");
|
||||
var frameType = asm.GetTypes().FirstOrDefault(t => t.Name is "AnimationFrame" or "AnimFrame");
|
||||
if (frameType is not null) DumpMembers(frameType, frameType.Name);
|
||||
var qdiType = asm.GetTypes().FirstOrDefault(t => t.Name.StartsWith("QualifiedDataId"));
|
||||
if (qdiType is not null) DumpMembers(qdiType, qdiType.Name);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Dump_PedestalWeakSpot_MotionTable_HookContents()
|
||||
{
|
||||
var datDir = DatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
const uint MotionTableId = 0x090000F9u; // live-captured from the Pedestal Weak Spot entity
|
||||
var mtable = dats.Get<MotionTable>(MotionTableId);
|
||||
if (mtable is null) { _out.WriteLine($"MotionTable 0x{MotionTableId:X8} NOT FOUND"); return; }
|
||||
|
||||
_out.WriteLine($"MotionTable 0x{MotionTableId:X8}: DefaultStyle=0x{(uint)mtable.DefaultStyle:X8}");
|
||||
|
||||
var allMotionData = new List<(string source, MotionData md)>();
|
||||
foreach (var kv in mtable.Cycles) allMotionData.Add(($"Cycles[{kv.Key:X}]", kv.Value));
|
||||
foreach (var kv in mtable.Modifiers) allMotionData.Add(($"Modifiers[{kv.Key:X}]", kv.Value));
|
||||
foreach (var linkKv in mtable.Links)
|
||||
foreach (var innerKv in linkKv.Value.MotionData)
|
||||
allMotionData.Add(($"Links[{linkKv.Key:X}][{innerKv.Key:X}]", innerKv.Value));
|
||||
|
||||
_out.WriteLine($"total MotionData entries: {allMotionData.Count}");
|
||||
|
||||
var animIdsSeen = new HashSet<uint>();
|
||||
var hookTypesSeen = new SortedSet<string>();
|
||||
|
||||
foreach (var (source, md) in allMotionData)
|
||||
{
|
||||
if (md?.Anims is null) continue;
|
||||
foreach (var animData in md.Anims)
|
||||
{
|
||||
uint animId = GetAnimId(animData);
|
||||
if (animId == 0 || !animIdsSeen.Add(animId)) continue;
|
||||
|
||||
var anim = dats.Get<Animation>(animId);
|
||||
if (anim is null) { _out.WriteLine($" [{source}] anim 0x{animId:X8} NOT FOUND"); continue; }
|
||||
|
||||
int frameCount = 0, hookCount = 0;
|
||||
int frameIdx = 0;
|
||||
foreach (var frame in GetFrames(anim))
|
||||
{
|
||||
frameCount++;
|
||||
foreach (var hook in GetHooks(frame))
|
||||
{
|
||||
hookCount++;
|
||||
hookTypesSeen.Add(hook.GetType().Name);
|
||||
// Dump every field's actual VALUE for this specific hook instance
|
||||
// (not just the type) -- what alpha/duration retail authored.
|
||||
var fieldDump = string.Join(" ", hook.GetType()
|
||||
.GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly)
|
||||
.Select(f => $"{f.Name}={f.GetValue(hook)}"));
|
||||
_out.WriteLine($" frame[{frameIdx}] {hook.GetType().Name}: {fieldDump}");
|
||||
}
|
||||
frameIdx++;
|
||||
}
|
||||
_out.WriteLine($" [{source}] anim 0x{animId:X8}: frames={frameCount} hooks={hookCount}");
|
||||
}
|
||||
}
|
||||
|
||||
_out.WriteLine($"=== DISTINCT HOOK TYPES ACROSS ENTIRE TABLE: {(hookTypesSeen.Count == 0 ? "(none)" : string.Join(", ", hookTypesSeen))} ===");
|
||||
}
|
||||
|
||||
private static object? GetMember(object obj, string name)
|
||||
{
|
||||
var t = obj.GetType();
|
||||
var prop = t.GetProperty(name, BindingFlags.Public | BindingFlags.Instance);
|
||||
if (prop is not null) return prop.GetValue(obj);
|
||||
var field = t.GetField(name, BindingFlags.Public | BindingFlags.Instance);
|
||||
return field?.GetValue(obj);
|
||||
}
|
||||
|
||||
private static uint GetAnimId(object animData)
|
||||
{
|
||||
var val = GetMember(animData, "AnimId") ?? GetMember(animData, "Id");
|
||||
if (val is null) return 0;
|
||||
var dataId = GetMember(val, "DataId") ?? GetMember(val, "Id");
|
||||
return dataId switch { uint u => u, int i => (uint)i, ulong ul => (uint)ul, _ => 0 };
|
||||
}
|
||||
|
||||
private static IEnumerable<object> GetFrames(Animation anim)
|
||||
{
|
||||
var frames = (GetMember(anim, "PartFrames") ?? GetMember(anim, "Frames")) as IEnumerable;
|
||||
if (frames is null) yield break;
|
||||
foreach (var f in frames)
|
||||
if (f is not null) yield return f;
|
||||
}
|
||||
|
||||
private static IEnumerable<object> GetHooks(object frame)
|
||||
{
|
||||
var hooks = GetMember(frame, "Hooks") as IEnumerable;
|
||||
if (hooks is null) yield break;
|
||||
foreach (var h in hooks)
|
||||
if (h is not null) yield return h;
|
||||
}
|
||||
}
|
||||
209
tests/AcDream.Core.Tests/Physics/Motion/AnimSequenceNodeTests.cs
Normal file
209
tests/AcDream.Core.Tests/Physics/Motion/AnimSequenceNodeTests.cs
Normal file
|
|
@ -0,0 +1,209 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R1-P1 — verbatim <c>AnimSequenceNode</c> (Phase R plan, gap-map items
|
||||
/// G1/G2/G16/G18). Oracle: r1-csequence-decomp.md §25-28 (ctors 0x00525d30 /
|
||||
/// 0x00525f90, set_animation_id 0x00525d60, get_starting_frame 0x00525c80,
|
||||
/// get_ending_frame 0x00525cb0, multiply_framerate 0x00525be0, get_pos_frame
|
||||
/// 0x005247b0 / 0x00525c10).
|
||||
///
|
||||
/// KEY RETAIL SEMANTICS UNDER TEST:
|
||||
/// - boundary pair is DIRECTION-AWARE and returns BARE INTS with NO epsilon
|
||||
/// (ACE's epsilon subtraction is an ACE fabrication — P0-pins.md);
|
||||
/// - multiply_framerate SWAPS low/high on a negative factor;
|
||||
/// - set_animation_id clamps in a fixed order (high<0 → num−1;
|
||||
/// low≥num → num−1; high≥num → num−1; low>high → high=low).
|
||||
/// </summary>
|
||||
public class AnimSequenceNodeTests
|
||||
{
|
||||
private sealed class FakeLoader : IAnimationLoader
|
||||
{
|
||||
private readonly Animation? _anim;
|
||||
public FakeLoader(Animation? anim) => _anim = anim;
|
||||
public Animation? LoadAnimation(uint id) => _anim;
|
||||
}
|
||||
|
||||
private static Animation MakeAnim(int numFrames, bool posFrames = false)
|
||||
{
|
||||
var anim = new Animation();
|
||||
for (int f = 0; f < numFrames; f++)
|
||||
{
|
||||
var pf = new AnimationFrame(1u);
|
||||
pf.Frames.Add(new Frame { Origin = new Vector3(f, 0, 0), Orientation = Quaternion.Identity });
|
||||
anim.PartFrames.Add(pf);
|
||||
if (posFrames)
|
||||
anim.PosFrames.Add(new Frame { Origin = new Vector3(0, f, 0), Orientation = Quaternion.Identity });
|
||||
}
|
||||
return anim;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DefaultCtor_RetailDefaults()
|
||||
{
|
||||
// 0x00525d30: framerate=30f, low=-1, high=-1, anim=null.
|
||||
var n = new AnimSequenceNode();
|
||||
Assert.Equal(30f, n.Framerate);
|
||||
Assert.Equal(-1, n.LowFrame);
|
||||
Assert.Equal(-1, n.HighFrame);
|
||||
Assert.False(n.HasAnim);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SetAnimationId_Zero_LeavesAnimNullAndFramesUnclamped()
|
||||
{
|
||||
// 0x00525d60: arg2==0 → anim=null; the clamp block is gated on
|
||||
// anim != null, so low/high stay at their raw values.
|
||||
var n = new AnimSequenceNode();
|
||||
n.SetAnimationId(0, new FakeLoader(MakeAnim(10)));
|
||||
Assert.False(n.HasAnim);
|
||||
Assert.Equal(-1, n.LowFrame);
|
||||
Assert.Equal(-1, n.HighFrame);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
// low, high (pre-clamp), numFrames, expectedLow, expectedHigh
|
||||
[InlineData(0, -1, 10, 0, 9)] // high<0 → num-1 ("play to end")
|
||||
[InlineData(12, -1, 10, 9, 9)] // high<0 first, then low>=num → num-1
|
||||
[InlineData(3, 15, 10, 3, 9)] // high>=num → num-1
|
||||
[InlineData(15, 15, 10, 9, 9)] // both clamp to num-1
|
||||
[InlineData(5, 2, 10, 5, 5)] // low>high after clamps → high=low
|
||||
[InlineData(2, 7, 10, 2, 7)] // in-range untouched
|
||||
public void SetAnimationId_ClampOrder(int low, int high, int numFrames, int expLow, int expHigh)
|
||||
{
|
||||
var n = new AnimSequenceNode { LowFrame = low, HighFrame = high };
|
||||
n.SetAnimationId(0x0300ABCDu, new FakeLoader(MakeAnim(numFrames)));
|
||||
Assert.True(n.HasAnim);
|
||||
Assert.Equal(expLow, n.LowFrame);
|
||||
Assert.Equal(expHigh, n.HighFrame);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
// framerate, low, high, expectedStart, expectedEnd — BARE INTS, no epsilon
|
||||
[InlineData(30f, 2, 7, 2, 8)] // forward: start=low, end=high+1
|
||||
[InlineData(-30f, 2, 7, 8, 2)] // reverse: start=high+1, end=low
|
||||
[InlineData(0f, 2, 7, 2, 8)] // zero framerate is NOT < 0 → forward
|
||||
[InlineData(30f, 0, 0, 0, 1)] // single-frame forward
|
||||
[InlineData(-30f, 0, 0, 1, 0)] // single-frame reverse
|
||||
public void BoundaryPair_DirectionAware_BareInts(
|
||||
float framerate, int low, int high, int expStart, int expEnd)
|
||||
{
|
||||
var n = new AnimSequenceNode { Framerate = framerate, LowFrame = low, HighFrame = high };
|
||||
Assert.Equal(expStart, n.GetStartingFrame());
|
||||
Assert.Equal(expEnd, n.GetEndingFrame());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MultiplyFramerate_Positive_NoSwap()
|
||||
{
|
||||
var n = new AnimSequenceNode { Framerate = 30f, LowFrame = 2, HighFrame = 7 };
|
||||
n.MultiplyFramerate(2f);
|
||||
Assert.Equal(60f, n.Framerate);
|
||||
Assert.Equal(2, n.LowFrame);
|
||||
Assert.Equal(7, n.HighFrame);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MultiplyFramerate_Negative_SwapsLowHigh()
|
||||
{
|
||||
// 0x00525be0: factor < 0 → swap(low_frame, high_frame), then
|
||||
// framerate *= factor. Coupled with the direction-aware boundary
|
||||
// pair (framerate now negative reads the swapped fields).
|
||||
var n = new AnimSequenceNode { Framerate = 30f, LowFrame = 2, HighFrame = 7 };
|
||||
n.MultiplyFramerate(-1f);
|
||||
Assert.Equal(-30f, n.Framerate);
|
||||
Assert.Equal(7, n.LowFrame);
|
||||
Assert.Equal(2, n.HighFrame);
|
||||
// Reverse playback boundaries against the SWAPPED fields:
|
||||
// start = high_frame(2)+1 = 3?? — no: framerate<0 → start = high+1
|
||||
// where high_frame is now 2 → 3; end = low_frame = 7.
|
||||
Assert.Equal(3, n.GetStartingFrame());
|
||||
Assert.Equal(7, n.GetEndingFrame());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MultiplyFramerate_DoubleNegative_RoundTrips()
|
||||
{
|
||||
var n = new AnimSequenceNode { Framerate = 30f, LowFrame = 2, HighFrame = 7 };
|
||||
n.MultiplyFramerate(-1f);
|
||||
n.MultiplyFramerate(-1f);
|
||||
Assert.Equal(30f, n.Framerate);
|
||||
Assert.Equal(2, n.LowFrame);
|
||||
Assert.Equal(7, n.HighFrame);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetPosFrame_NullAnim_ReturnsNull()
|
||||
{
|
||||
var n = new AnimSequenceNode();
|
||||
Assert.Null(n.GetPosFrame(0));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetPosFrame_OutOfRange_ReturnsNull()
|
||||
{
|
||||
// 0x00525c10: retail returns NULL out of range (ACE returns identity
|
||||
// — an ACE-ism, gap G18: port the null).
|
||||
var n = new AnimSequenceNode();
|
||||
n.SetAnimationId(1, new FakeLoader(MakeAnim(3, posFrames: true)));
|
||||
Assert.Null(n.GetPosFrame(-1));
|
||||
Assert.Null(n.GetPosFrame(3));
|
||||
Assert.NotNull(n.GetPosFrame(2));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetPosFrame_DoubleOverload_Floors()
|
||||
{
|
||||
// 0x005247b0: floor(double) → int overload.
|
||||
var n = new AnimSequenceNode();
|
||||
n.SetAnimationId(1, new FakeLoader(MakeAnim(3, posFrames: true)));
|
||||
var f = n.GetPosFrame(1.99);
|
||||
Assert.NotNull(f);
|
||||
Assert.Equal(1f, f!.Origin.Y); // frame index 1, not 2
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetPosFrame_AnimWithoutPosFrames_ReturnsNull()
|
||||
{
|
||||
var n = new AnimSequenceNode();
|
||||
n.SetAnimationId(1, new FakeLoader(MakeAnim(3, posFrames: false)));
|
||||
Assert.Null(n.GetPosFrame(0));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetPartFrame_BoundsAndValue()
|
||||
{
|
||||
var n = new AnimSequenceNode();
|
||||
n.SetAnimationId(1, new FakeLoader(MakeAnim(3)));
|
||||
Assert.Null(n.GetPartFrame(-1));
|
||||
Assert.Null(n.GetPartFrame(3));
|
||||
var pf = n.GetPartFrame(2);
|
||||
Assert.NotNull(pf);
|
||||
Assert.Equal(2f, pf!.Frames[0].Origin.X);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CtorFromAnimData_CopiesThenClamps()
|
||||
{
|
||||
// 0x00525f90: copies framerate/low/high from AnimData then runs
|
||||
// set_animation_id (which clamps against the resolved anim).
|
||||
QualifiedDataId<Animation> qid = 0x03001234u;
|
||||
var ad = new AnimData
|
||||
{
|
||||
AnimId = qid,
|
||||
LowFrame = 0,
|
||||
HighFrame = -1,
|
||||
Framerate = 15f,
|
||||
};
|
||||
var n = new AnimSequenceNode(ad, new FakeLoader(MakeAnim(5)));
|
||||
Assert.Equal(15f, n.Framerate);
|
||||
Assert.Equal(0, n.LowFrame);
|
||||
Assert.Equal(4, n.HighFrame); // -1 sentinel clamped to num-1
|
||||
Assert.True(n.HasAnim);
|
||||
}
|
||||
}
|
||||
1045
tests/AcDream.Core.Tests/Physics/Motion/CMotionTableTests.cs
Normal file
1045
tests/AcDream.Core.Tests/Physics/Motion/CMotionTableTests.cs
Normal file
File diff suppressed because it is too large
Load diff
142
tests/AcDream.Core.Tests/Physics/Motion/CSequencePhysicsTests.cs
Normal file
142
tests/AcDream.Core.Tests/Physics/Motion/CSequencePhysicsTests.cs
Normal file
|
|
@ -0,0 +1,142 @@
|
|||
using System;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R1-P3 — <c>CSequence::apply_physics</c> (0x00524ab0) +
|
||||
/// <c>Frame::rotate</c>/<c>grotate</c> (0x004525b0/0x005357a0) verbatim
|
||||
/// (gap G7's math half). Oracle: r1-csequence-decomp.md §19 + raw decomp
|
||||
/// reads of rotate/grotate this session.
|
||||
///
|
||||
/// KEY SEMANTICS:
|
||||
/// - apply_physics takes MAGNITUDE from arg3 and SIGN from arg4
|
||||
/// (copysign): origin += velocity·signed; rotate(omega·signed);
|
||||
/// - rotate() maps the LOCAL rotation vector through the frame's
|
||||
/// orientation to GLOBAL, then grotate premultiplies the axis-angle
|
||||
/// quaternion (rotation applied in world space);
|
||||
/// - grotate skips rotations with |v|² < F_EPSILON² (0.000199999995²).
|
||||
/// </summary>
|
||||
public class CSequencePhysicsTests
|
||||
{
|
||||
private sealed class NullLoader : IAnimationLoader
|
||||
{
|
||||
public DatReaderWriter.DBObjs.Animation? LoadAnimation(uint id) => null;
|
||||
}
|
||||
|
||||
private static void AssertVec(Vector3 expected, Vector3 actual, float tol = 1e-5f)
|
||||
{
|
||||
Assert.True((expected - actual).Length() < tol,
|
||||
$"expected {expected}, got {actual}");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyPhysics_PositiveSign_AddsVelocityTimesQuantum()
|
||||
{
|
||||
var seq = new CSequence(new NullLoader());
|
||||
seq.SetVelocity(new Vector3(2, 0, 0));
|
||||
var frame = new Frame { Origin = new Vector3(1, 1, 1), Orientation = Quaternion.Identity };
|
||||
|
||||
seq.ApplyPhysics(frame, quantum: 0.5, signSource: 1.0);
|
||||
|
||||
AssertVec(new Vector3(2, 1, 1), frame.Origin);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyPhysics_CopySign_MagnitudeFromQuantum_SignFromSource()
|
||||
{
|
||||
// signed_quantum = copysign(fabs(quantum), sign_source): a NEGATIVE
|
||||
// quantum with a POSITIVE sign source still moves forward; a
|
||||
// negative sign source reverses.
|
||||
var seq = new CSequence(new NullLoader());
|
||||
seq.SetVelocity(new Vector3(2, 0, 0));
|
||||
|
||||
var f1 = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
|
||||
seq.ApplyPhysics(f1, quantum: -0.5, signSource: 1.0);
|
||||
AssertVec(new Vector3(1, 0, 0), f1.Origin);
|
||||
|
||||
var f2 = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
|
||||
seq.ApplyPhysics(f2, quantum: 0.5, signSource: -1.0);
|
||||
AssertVec(new Vector3(-1, 0, 0), f2.Origin);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyPhysics_OmegaRotatesFrame_GlobalZ()
|
||||
{
|
||||
// omega = (0,0,π) for 0.5s → 90° about global Z: local +X maps to +Y.
|
||||
var seq = new CSequence(new NullLoader());
|
||||
seq.SetOmega(new Vector3(0, 0, MathF.PI));
|
||||
var frame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
|
||||
|
||||
seq.ApplyPhysics(frame, quantum: 0.5, signSource: 1.0);
|
||||
|
||||
AssertVec(new Vector3(0, 1, 0), Vector3.Transform(Vector3.UnitX, frame.Orientation));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GRotate_ComposesInGlobalSpace()
|
||||
{
|
||||
// Frame already rotated 90° about Z; grotate 90° about GLOBAL X.
|
||||
// local +X: q maps it to +Y; global X-rot then maps +Y to +Z.
|
||||
var frame = new Frame
|
||||
{
|
||||
Origin = Vector3.Zero,
|
||||
Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 2f),
|
||||
};
|
||||
|
||||
FrameOps.GRotate(frame, new Vector3(MathF.PI / 2f, 0, 0));
|
||||
|
||||
AssertVec(new Vector3(0, 0, 1), Vector3.Transform(Vector3.UnitX, frame.Orientation));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Rotate_LocalVector_MappedThroughOrientation()
|
||||
{
|
||||
// Frame rotated 90° about Z: a LOCAL X-axis rotation is a GLOBAL
|
||||
// Y-axis rotation. rotate(local πX/2) on this frame must equal
|
||||
// grotate(global πY/2).
|
||||
var q0 = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 2f);
|
||||
var viaLocal = new Frame { Origin = Vector3.Zero, Orientation = q0 };
|
||||
FrameOps.Rotate(viaLocal, new Vector3(MathF.PI / 2f, 0, 0));
|
||||
|
||||
var viaGlobal = new Frame { Origin = Vector3.Zero, Orientation = q0 };
|
||||
FrameOps.GRotate(viaGlobal, new Vector3(0, MathF.PI / 2f, 0));
|
||||
|
||||
AssertVec(
|
||||
Vector3.Transform(Vector3.UnitX, viaGlobal.Orientation),
|
||||
Vector3.Transform(Vector3.UnitX, viaLocal.Orientation));
|
||||
AssertVec(
|
||||
Vector3.Transform(Vector3.UnitZ, viaGlobal.Orientation),
|
||||
Vector3.Transform(Vector3.UnitZ, viaLocal.Orientation));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GRotate_TinyRotation_Skipped()
|
||||
{
|
||||
// |v|² < F_EPSILON² → no-op (0x005357a0 early return).
|
||||
var frame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
|
||||
FrameOps.GRotate(frame, new Vector3(1e-5f, 0, 0));
|
||||
Assert.Equal(Quaternion.Identity, frame.Orientation);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyPhysics_ZeroPhysics_NoChange()
|
||||
{
|
||||
var seq = new CSequence(new NullLoader());
|
||||
var frame = new Frame
|
||||
{
|
||||
Origin = new Vector3(3, 4, 5),
|
||||
Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitY, 0.3f),
|
||||
};
|
||||
var beforeO = frame.Origin;
|
||||
var beforeQ = frame.Orientation;
|
||||
|
||||
seq.ApplyPhysics(frame, 1.0, 1.0);
|
||||
|
||||
Assert.Equal(beforeO, frame.Origin);
|
||||
Assert.Equal(beforeQ, frame.Orientation);
|
||||
}
|
||||
}
|
||||
323
tests/AcDream.Core.Tests/Physics/Motion/CSequenceTests.cs
Normal file
323
tests/AcDream.Core.Tests/Physics/Motion/CSequenceTests.cs
Normal file
|
|
@ -0,0 +1,323 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R1-P2 — verbatim <c>CSequence</c> container + list surgery (gap-map
|
||||
/// G10/G11/G12/G14/G15/G20). Oracle: r1-csequence-decomp.md §1-§17, §20,
|
||||
/// §24 (ctor 0x005249f0, clear 0x005255b0, clear_animations 0x00524dc0,
|
||||
/// clear_physics 0x00524d50, remove_cyclic_anims 0x00524e40,
|
||||
/// remove_link_animations 0x00524be0, remove_all_link_animations
|
||||
/// 0x00524ca0, apricot 0x00524b40, append_animation 0x00525510,
|
||||
/// set/combine/subtract physics 0x00524880-0x00524900,
|
||||
/// multiply_cyclic_animation_fr 0x00524940, placement family
|
||||
/// 0x00524970-0x005249d0).
|
||||
///
|
||||
/// KEY RETAIL SEMANTICS UNDER TEST:
|
||||
/// - append_animation slides first_cyclic to the JUST-APPENDED node on
|
||||
/// EVERY call (G10) and seeds curr_anim=head + frame_number=starting
|
||||
/// only when curr_anim was null;
|
||||
/// - remove_cyclic_anims snaps a removed curr_anim BACK to the previous
|
||||
/// node at its get_ending_frame() (or 0.0 when none);
|
||||
/// - remove_link_animations snaps a removed curr_anim FORWARD to
|
||||
/// first_cyclic at its get_starting_frame();
|
||||
/// - apricot trims consumed head nodes bounded by curr_anim AND
|
||||
/// first_cyclic;
|
||||
/// - clear (0x005255b0 raw body) resets placement_frame/id too — the
|
||||
/// "2-instruction clear" note in the gap map was wrong, the raw body
|
||||
/// is authority;
|
||||
/// - physics accumulators live on the SEQUENCE (replace/combine/subtract);
|
||||
/// - multiply_cyclic_animation_fr touches node framerates ONLY (G13).
|
||||
/// </summary>
|
||||
public class CSequenceTests
|
||||
{
|
||||
private sealed class MapLoader : IAnimationLoader
|
||||
{
|
||||
private readonly Dictionary<uint, Animation> _map = new();
|
||||
public void Add(uint id, Animation anim) => _map[id] = anim;
|
||||
public Animation? LoadAnimation(uint id) => _map.TryGetValue(id, out var a) ? a : null;
|
||||
}
|
||||
|
||||
private static Animation MakeAnim(int numFrames)
|
||||
{
|
||||
var anim = new Animation();
|
||||
for (int f = 0; f < numFrames; f++)
|
||||
{
|
||||
var pf = new AnimationFrame(1u);
|
||||
pf.Frames.Add(new Frame { Origin = new Vector3(f, 0, 0), Orientation = Quaternion.Identity });
|
||||
anim.PartFrames.Add(pf);
|
||||
}
|
||||
return anim;
|
||||
}
|
||||
|
||||
private static AnimData Ad(uint animId, int low = 0, int high = -1, float framerate = 30f)
|
||||
{
|
||||
QualifiedDataId<Animation> qid = animId;
|
||||
return new AnimData { AnimId = qid, LowFrame = low, HighFrame = high, Framerate = framerate };
|
||||
}
|
||||
|
||||
private static (CSequence seq, MapLoader loader) NewSeq(params (uint id, int frames)[] anims)
|
||||
{
|
||||
var loader = new MapLoader();
|
||||
foreach (var (id, frames) in anims)
|
||||
loader.Add(id, MakeAnim(frames));
|
||||
return (new CSequence(loader), loader);
|
||||
}
|
||||
|
||||
// ── append_animation (G10) ──────────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void Append_First_SeedsCurrAnimAndFrameNumber()
|
||||
{
|
||||
var (seq, _) = NewSeq((1u, 10));
|
||||
seq.AppendAnimation(Ad(1u, low: 3));
|
||||
|
||||
Assert.Equal(1, seq.Count);
|
||||
Assert.NotNull(seq.CurrAnim);
|
||||
Assert.Same(seq.CurrAnim, seq.FirstCyclic);
|
||||
Assert.Equal(3.0, seq.FrameNumber); // head.get_starting_frame()
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Append_SlidesFirstCyclicToNewTail_EveryCall()
|
||||
{
|
||||
var (seq, _) = NewSeq((1u, 10), (2u, 5), (3u, 4));
|
||||
seq.AppendAnimation(Ad(1u));
|
||||
seq.AppendAnimation(Ad(2u));
|
||||
seq.AppendAnimation(Ad(3u));
|
||||
|
||||
Assert.Equal(3, seq.Count);
|
||||
Assert.Equal(4 - 1, seq.FirstCyclic!.HighFrame); // the LAST appended (anim 3, 4 frames)
|
||||
Assert.Equal(10 - 1, seq.CurrAnim!.HighFrame); // curr stays at head (anim 1)
|
||||
Assert.Equal(0.0, seq.FrameNumber);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Append_UnresolvableAnim_Discarded()
|
||||
{
|
||||
var (seq, _) = NewSeq((1u, 10));
|
||||
seq.AppendAnimation(Ad(999u)); // not in loader
|
||||
Assert.Equal(0, seq.Count);
|
||||
Assert.Null(seq.CurrAnim);
|
||||
Assert.False(seq.HasAnims());
|
||||
}
|
||||
|
||||
// ── remove_cyclic_anims (G11) ───────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void RemoveCyclicAnims_CurrOutsideTail_KeepsCurr_FirstCyclicToNewTail()
|
||||
{
|
||||
// A (link) + B (cycle): first_cyclic == B, curr == A (head).
|
||||
var (seq, _) = NewSeq((1u, 10), (2u, 5));
|
||||
seq.AppendAnimation(Ad(1u));
|
||||
seq.AppendAnimation(Ad(2u));
|
||||
|
||||
seq.RemoveCyclicAnims();
|
||||
|
||||
Assert.Equal(1, seq.Count); // B deleted
|
||||
Assert.Equal(9, seq.CurrAnim!.HighFrame); // still A
|
||||
Assert.Same(seq.CurrAnim, seq.FirstCyclic); // first_cyclic = new tail (A)
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveCyclicAnims_CurrInsideTail_SnapsBackToPrevAtEndingFrame()
|
||||
{
|
||||
var (seq, _) = NewSeq((1u, 10), (2u, 5));
|
||||
seq.AppendAnimation(Ad(1u));
|
||||
seq.AppendAnimation(Ad(2u));
|
||||
seq.SetCurrAnimForTest(1); // curr = B (index 1, inside cyclic tail)
|
||||
|
||||
seq.RemoveCyclicAnims();
|
||||
|
||||
Assert.Equal(1, seq.Count);
|
||||
Assert.Equal(9, seq.CurrAnim!.HighFrame); // snapped back to A
|
||||
Assert.Equal(10.0, seq.FrameNumber); // A.get_ending_frame() = high+1 = 10
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveCyclicAnims_SingleNode_EmptiesAndZeroes()
|
||||
{
|
||||
var (seq, _) = NewSeq((1u, 10));
|
||||
seq.AppendAnimation(Ad(1u));
|
||||
|
||||
seq.RemoveCyclicAnims();
|
||||
|
||||
Assert.Equal(0, seq.Count);
|
||||
Assert.Null(seq.CurrAnim);
|
||||
Assert.Null(seq.FirstCyclic);
|
||||
Assert.Equal(0.0, seq.FrameNumber);
|
||||
}
|
||||
|
||||
// ── remove_link_animations / remove_all_link_animations (G11) ──────
|
||||
|
||||
[Fact]
|
||||
public void RemoveLinkAnimations_RemovesPredecessorsOfFirstCyclic()
|
||||
{
|
||||
var (seq, _) = NewSeq((1u, 10), (2u, 5), (3u, 4));
|
||||
seq.AppendAnimation(Ad(1u)); // A
|
||||
seq.AppendAnimation(Ad(2u)); // B
|
||||
seq.AppendAnimation(Ad(3u)); // C = first_cyclic
|
||||
|
||||
seq.RemoveLinkAnimations(1); // removes B (immediate predecessor)
|
||||
|
||||
Assert.Equal(2, seq.Count);
|
||||
Assert.Equal(9, seq.CurrAnim!.HighFrame); // A untouched (curr was A)
|
||||
Assert.Equal(3, seq.FirstCyclic!.HighFrame); // C untouched
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveLinkAnimations_CurrRemoved_SnapsForwardToFirstCyclicStart()
|
||||
{
|
||||
var (seq, _) = NewSeq((1u, 10), (2u, 5));
|
||||
seq.AppendAnimation(Ad(1u)); // A (curr)
|
||||
seq.AppendAnimation(Ad(2u)); // B = first_cyclic
|
||||
|
||||
seq.RemoveLinkAnimations(1); // removes A == curr
|
||||
|
||||
Assert.Equal(1, seq.Count);
|
||||
Assert.Same(seq.FirstCyclic, seq.CurrAnim);
|
||||
Assert.Equal(0.0, seq.FrameNumber); // B.get_starting_frame() = low = 0
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveAllLinkAnimations_RemovesEverythingBeforeFirstCyclic()
|
||||
{
|
||||
var (seq, _) = NewSeq((1u, 10), (2u, 5), (3u, 4));
|
||||
seq.AppendAnimation(Ad(1u));
|
||||
seq.AppendAnimation(Ad(2u));
|
||||
seq.AppendAnimation(Ad(3u)); // first_cyclic
|
||||
|
||||
seq.RemoveAllLinkAnimations();
|
||||
|
||||
Assert.Equal(1, seq.Count);
|
||||
Assert.Same(seq.FirstCyclic, seq.CurrAnim);
|
||||
Assert.Equal(3, seq.CurrAnim!.HighFrame);
|
||||
}
|
||||
|
||||
// ── apricot (G11/G19) ───────────────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void Apricot_HeadIsCurr_NoOp()
|
||||
{
|
||||
var (seq, _) = NewSeq((1u, 10), (2u, 5));
|
||||
seq.AppendAnimation(Ad(1u));
|
||||
seq.AppendAnimation(Ad(2u));
|
||||
|
||||
seq.Apricot();
|
||||
|
||||
Assert.Equal(2, seq.Count);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Apricot_TrimsConsumedHeads_StopsAtCurr()
|
||||
{
|
||||
var (seq, _) = NewSeq((1u, 10), (2u, 5), (3u, 4));
|
||||
seq.AppendAnimation(Ad(1u)); // A (consumed)
|
||||
seq.AppendAnimation(Ad(2u)); // B (curr)
|
||||
seq.AppendAnimation(Ad(3u)); // C = first_cyclic
|
||||
seq.SetCurrAnimForTest(1); // curr = B
|
||||
|
||||
seq.Apricot();
|
||||
|
||||
Assert.Equal(2, seq.Count); // A trimmed
|
||||
Assert.Equal(4, seq.CurrAnim!.HighFrame); // B still curr
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Apricot_BoundedByFirstCyclic_EvenIfCurrBeyond()
|
||||
{
|
||||
var (seq, _) = NewSeq((1u, 10), (2u, 5), (3u, 4));
|
||||
seq.AppendAnimation(Ad(1u)); // A
|
||||
seq.AppendAnimation(Ad(2u)); // B
|
||||
seq.AppendAnimation(Ad(3u)); // C = first_cyclic = curr target
|
||||
seq.SetCurrAnimForTest(2); // curr = C
|
||||
|
||||
seq.Apricot();
|
||||
|
||||
Assert.Equal(1, seq.Count); // A and B trimmed; stops at first_cyclic
|
||||
Assert.Equal(3, seq.CurrAnim!.HighFrame);
|
||||
}
|
||||
|
||||
// ── physics accumulators (G12) ──────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void Physics_SetCombineSubtract()
|
||||
{
|
||||
var (seq, _) = NewSeq();
|
||||
seq.SetVelocity(new Vector3(1, 2, 3));
|
||||
seq.SetOmega(new Vector3(0, 0, 1));
|
||||
seq.CombinePhysics(new Vector3(1, 0, 0), new Vector3(0, 0, 0.5f));
|
||||
Assert.Equal(new Vector3(2, 2, 3), seq.Velocity);
|
||||
Assert.Equal(new Vector3(0, 0, 1.5f), seq.Omega);
|
||||
seq.SubtractPhysics(new Vector3(2, 2, 3), new Vector3(0, 0, 1.5f));
|
||||
Assert.Equal(Vector3.Zero, seq.Velocity);
|
||||
Assert.Equal(Vector3.Zero, seq.Omega);
|
||||
}
|
||||
|
||||
// ── multiply_cyclic_animation_fr (G13) ──────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void MultiplyCyclicFramerate_TouchesOnlyCyclicTailFramerates()
|
||||
{
|
||||
var (seq, _) = NewSeq((1u, 10), (2u, 5));
|
||||
seq.AppendAnimation(Ad(1u, framerate: 30f)); // A (link, pre-cyclic after next append)
|
||||
seq.AppendAnimation(Ad(2u, framerate: 30f)); // B = first_cyclic
|
||||
|
||||
seq.MultiplyCyclicAnimationFramerate(2f);
|
||||
|
||||
Assert.Equal(30f, seq.CurrAnim!.Framerate); // A untouched
|
||||
Assert.Equal(60f, seq.FirstCyclic!.Framerate); // B scaled
|
||||
// Velocity/Omega untouched (retail scales those via
|
||||
// subtract/combine_motion in R2, never here).
|
||||
Assert.Equal(Vector3.Zero, seq.Velocity);
|
||||
}
|
||||
|
||||
// ── clear family (G20 corrected) ────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void Clear_WipesAnimsPhysicsAndPlacement()
|
||||
{
|
||||
var (seq, _) = NewSeq((1u, 10));
|
||||
seq.AppendAnimation(Ad(1u));
|
||||
seq.SetVelocity(new Vector3(1, 1, 1));
|
||||
var pf = new AnimationFrame(1u);
|
||||
seq.SetPlacementFrame(pf, 0x65u);
|
||||
|
||||
seq.Clear();
|
||||
|
||||
Assert.Equal(0, seq.Count);
|
||||
Assert.Null(seq.CurrAnim);
|
||||
Assert.Equal(0.0, seq.FrameNumber);
|
||||
Assert.Equal(Vector3.Zero, seq.Velocity);
|
||||
Assert.Null(seq.PlacementFrame); // raw 0x005255b0 resets placement too
|
||||
Assert.Equal(0u, seq.PlacementFrameId);
|
||||
}
|
||||
|
||||
// ── placement + accessors (G14) ─────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void GetCurrAnimframe_PlacementFallback_WhenNoCurrAnim()
|
||||
{
|
||||
var (seq, _) = NewSeq();
|
||||
var pf = new AnimationFrame(1u);
|
||||
seq.SetPlacementFrame(pf, 0x65u);
|
||||
Assert.Same(pf, seq.GetCurrAnimframe());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetCurrAnimframe_FlooredFrameLookup()
|
||||
{
|
||||
var (seq, _) = NewSeq((1u, 10));
|
||||
seq.AppendAnimation(Ad(1u));
|
||||
seq.FrameNumber = 2.9;
|
||||
var frame = seq.GetCurrAnimframe();
|
||||
Assert.NotNull(frame);
|
||||
Assert.Equal(2f, frame!.Frames[0].Origin.X); // frame index 2
|
||||
|
||||
Assert.Equal(2, seq.GetCurrFrameNumber());
|
||||
}
|
||||
}
|
||||
269
tests/AcDream.Core.Tests/Physics/Motion/CSequenceUpdateTests.cs
Normal file
269
tests/AcDream.Core.Tests/Physics/Motion/CSequenceUpdateTests.cs
Normal file
|
|
@ -0,0 +1,269 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Enums;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R1-P4 — the frame-advance core: <c>update_internal</c> (0x005255d0),
|
||||
/// <c>update</c> (0x00525b80), <c>advance_to_next_animation</c>
|
||||
/// (0x005252b0), <c>execute_hooks</c> (0x00524830) — gaps
|
||||
/// G3/G4/G5/G6/G8/G9/G19.
|
||||
///
|
||||
/// Skeleton per the ACE-verified structure (P0-pins.md): overshoot →
|
||||
/// clamp to the RAW high/low frame + leftover carry + animDone →
|
||||
/// per-crossed-frame pose/physics/hook loop → AnimDone gate
|
||||
/// (list HEAD != first_cyclic) → advance (pose-out both directions,
|
||||
/// forward wraps to first_cyclic, reverse wraps to the LIST TAIL) →
|
||||
/// carry the leftover (P0 pin) → loop. NO safety cap, NO boundary
|
||||
/// epsilon.
|
||||
/// </summary>
|
||||
public class CSequenceUpdateTests
|
||||
{
|
||||
private sealed class MapLoader : IAnimationLoader
|
||||
{
|
||||
private readonly Dictionary<uint, Animation> _map = new();
|
||||
public void Add(uint id, Animation anim) => _map[id] = anim;
|
||||
public Animation? LoadAnimation(uint id) => _map.TryGetValue(id, out var a) ? a : null;
|
||||
}
|
||||
|
||||
private sealed class RecordingHookQueue : IAnimHookQueue
|
||||
{
|
||||
public readonly List<string> Events = new();
|
||||
public void AddAnimHook(AnimationHook hook)
|
||||
=> Events.Add($"hook:{((TaggedHook)hook).Tag}:{hook.Direction}");
|
||||
public void AddAnimDoneHook() => Events.Add("ANIMDONE");
|
||||
}
|
||||
|
||||
/// <summary>Hook subclass carrying a test tag (frame index).</summary>
|
||||
private sealed class TaggedHook : AnimationHook
|
||||
{
|
||||
public string Tag = "";
|
||||
public override AnimationHookType HookType => (AnimationHookType)0;
|
||||
}
|
||||
|
||||
/// <summary>numFrames frames; one Forward-direction tagged hook per frame.</summary>
|
||||
private static Animation MakeAnim(int numFrames, bool posFrames = false, string hookPrefix = "f")
|
||||
{
|
||||
var anim = new Animation();
|
||||
for (int f = 0; f < numFrames; f++)
|
||||
{
|
||||
var pf = new AnimationFrame(1u);
|
||||
pf.Frames.Add(new Frame { Origin = new Vector3(f, 0, 0), Orientation = Quaternion.Identity });
|
||||
pf.Hooks.Add(new TaggedHook { Tag = $"{hookPrefix}{f}", Direction = AnimationHookDir.Both });
|
||||
anim.PartFrames.Add(pf);
|
||||
if (posFrames)
|
||||
anim.PosFrames.Add(new Frame { Origin = new Vector3(1, 0, 0), Orientation = Quaternion.Identity });
|
||||
}
|
||||
return anim;
|
||||
}
|
||||
|
||||
private static AnimData Ad(uint animId, float framerate = 30f, int low = 0, int high = -1)
|
||||
{
|
||||
QualifiedDataId<Animation> qid = animId;
|
||||
return new AnimData { AnimId = qid, LowFrame = low, HighFrame = high, Framerate = framerate };
|
||||
}
|
||||
|
||||
private static (CSequence seq, RecordingHookQueue hooks) Cyclic(int frames, float framerate = 30f)
|
||||
{
|
||||
var loader = new MapLoader();
|
||||
loader.Add(1u, MakeAnim(frames));
|
||||
var seq = new CSequence(loader);
|
||||
var hooks = new RecordingHookQueue();
|
||||
seq.HookObj = hooks;
|
||||
seq.AppendAnimation(Ad(1u, framerate));
|
||||
return (seq, hooks);
|
||||
}
|
||||
|
||||
// ── forward advance basics (G3) ─────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void Forward_SingleTick_AdvancesOneFrame_FiresExitedFrameHook()
|
||||
{
|
||||
var (seq, hooks) = Cyclic(5);
|
||||
|
||||
seq.Update(1.0 / 30.0, null);
|
||||
|
||||
Assert.Equal(1.0, seq.FrameNumber, 9);
|
||||
Assert.Equal(new[] { "hook:f0:Both" }, hooks.Events);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Forward_ExactBoundaryLanding_NoAdvance()
|
||||
{
|
||||
// Boundary test is STRICT (>): landing exactly at high_frame+0.0
|
||||
// integer positions must NOT advance (the G3 bug class: acdream's
|
||||
// old epsilon-shifted boundary reclassified these).
|
||||
var (seq, hooks) = Cyclic(5);
|
||||
seq.FrameNumber = 3.5;
|
||||
|
||||
seq.Update(0.5 / 30.0, null); // lands exactly at 4.0 == high_frame
|
||||
|
||||
Assert.Equal(4.0, seq.FrameNumber, 9);
|
||||
Assert.Equal(new[] { "hook:f3:Both" }, hooks.Events); // crossed 3→4
|
||||
Assert.DoesNotContain("ANIMDONE", hooks.Events);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Forward_CyclicWrap_NoAnimDone_RestartsAtStartingFrame()
|
||||
{
|
||||
// Single cyclic node: overshoot wraps to itself via first_cyclic;
|
||||
// head == first_cyclic → NO AnimDoneHook (G5's structural gate).
|
||||
var (seq, hooks) = Cyclic(3);
|
||||
seq.FrameNumber = 2.0;
|
||||
|
||||
seq.Update(1.0 / 30.0, null); // 2→3 > high(2) → clamp, advance, wrap
|
||||
|
||||
Assert.Equal(0.0, seq.FrameNumber, 9);
|
||||
Assert.DoesNotContain("ANIMDONE", hooks.Events);
|
||||
Assert.Same(seq.FirstCyclic, seq.CurrAnim);
|
||||
}
|
||||
|
||||
// ── multi-node fast-forward + the P0-pinned carry (G3/G5) ───────────
|
||||
|
||||
[Fact]
|
||||
public void Forward_LinkToCycle_FiresAnimDone_AndCarriesLeftover()
|
||||
{
|
||||
// link (2 frames) + cycle (4 frames): a 0.1s tick (3 frames at
|
||||
// 30fps) exhausts the link (2 frames) and carries 1 frame of time
|
||||
// into the cycle. Retail order: link's crossed-frame hooks →
|
||||
// AnimDoneHook (head != first_cyclic) → cycle's crossed hooks.
|
||||
var loader = new MapLoader();
|
||||
loader.Add(1u, MakeAnim(2, hookPrefix: "link"));
|
||||
loader.Add(2u, MakeAnim(4, hookPrefix: "cyc"));
|
||||
var seq = new CSequence(loader);
|
||||
var hooks = new RecordingHookQueue();
|
||||
seq.HookObj = hooks;
|
||||
seq.AppendAnimation(Ad(1u)); // link — first_cyclic slides…
|
||||
seq.AppendAnimation(Ad(2u)); // …to the cycle
|
||||
|
||||
seq.Update(0.1, null); // 3 frames of time
|
||||
|
||||
// link: FrameNumber 0→3, clamp to high(1), leftover = 1 frame;
|
||||
// crossing fires link f0 only (floor(1)>0), then AnimDone, then
|
||||
// advance → cycle at starting(0); carry 1/30 → cycle 0→1 fires cyc f0.
|
||||
Assert.Equal(new[] { "hook:link0:Both", "ANIMDONE", "hook:cyc0:Both" }, hooks.Events);
|
||||
Assert.Equal(1.0, seq.FrameNumber, 6); // the carry (P0 pin) — zeroing would leave 0.0
|
||||
Assert.Same(seq.FirstCyclic, seq.CurrAnim); // now inside the cycle
|
||||
}
|
||||
|
||||
// ── reverse playback (G3/G9) ────────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void Reverse_DescendingHooks_BackwardDirection()
|
||||
{
|
||||
// Natively-reverse node (framerate −30): seeded at starting =
|
||||
// high+1 = 5. Each tick fires the hook of the frame being LEFT
|
||||
// (the pre-tick floor index), descending; the very first tick's
|
||||
// index (5 = high+1) is OOB → null part frame → no hook, exactly
|
||||
// the retail structure.
|
||||
var (seq, hooks) = Cyclic(5, framerate: -30f);
|
||||
Assert.Equal(5.0, seq.FrameNumber, 9); // get_starting_frame = high+1
|
||||
|
||||
seq.Update(1.0 / 30.0, null); // 5→4 (leaves OOB index 5 — nothing)
|
||||
seq.Update(1.0 / 30.0, null); // 4→3 (leaves frame 4)
|
||||
seq.Update(1.0 / 30.0, null); // 3→2 (leaves frame 3)
|
||||
|
||||
Assert.Equal(2.0, seq.FrameNumber, 9);
|
||||
Assert.Equal(new[] { "hook:f4:Both", "hook:f3:Both" }, hooks.Events);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Reverse_AdvanceWrapsToListTail()
|
||||
{
|
||||
// Two nodes A(reverse),B(forward): exhausting A backward wraps
|
||||
// curr_anim to the LIST TAIL (B) — retail's asymmetric wrap (G9).
|
||||
var loader = new MapLoader();
|
||||
loader.Add(1u, MakeAnim(3, hookPrefix: "a"));
|
||||
loader.Add(2u, MakeAnim(4, hookPrefix: "b"));
|
||||
var seq = new CSequence(loader);
|
||||
var hooks = new RecordingHookQueue();
|
||||
seq.HookObj = hooks;
|
||||
seq.AppendAnimation(Ad(1u, framerate: -30f)); // A — curr seeds here
|
||||
seq.AppendAnimation(Ad(2u)); // B = first_cyclic = tail
|
||||
seq.FrameNumber = 0.5; // mid-window of A
|
||||
|
||||
seq.Update(0.02, null); // frametime = −0.6 → crosses low(0)
|
||||
|
||||
// After the reverse advance, curr must have left A via the TAIL
|
||||
// wrap (B), whatever the carry then does within B.
|
||||
Assert.NotNull(seq.CurrAnim);
|
||||
Assert.Equal(3, seq.CurrAnim!.HighFrame); // B (4 frames → high 3)
|
||||
}
|
||||
|
||||
// ── stationary / degenerate (G8 + else-branch) ──────────────────────
|
||||
|
||||
[Fact]
|
||||
public void ZeroFramerate_PhysicsOnlyAndReturn()
|
||||
{
|
||||
var (seq, hooks) = Cyclic(3, framerate: 0f);
|
||||
seq.SetVelocity(new Vector3(2, 0, 0));
|
||||
var frame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
|
||||
|
||||
seq.Update(0.5, frame);
|
||||
|
||||
// frametime == 0 → apply_physics(frame, elapsed, elapsed) then return.
|
||||
Assert.Equal(1.0f, frame.Origin.X, 5);
|
||||
Assert.Empty(hooks.Events);
|
||||
Assert.Equal(0.0, seq.FrameNumber, 9);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EmptyList_Update_AppliesAccumulatedPhysics()
|
||||
{
|
||||
// update (0x00525b80): empty anim_list + frame != null →
|
||||
// apply_physics(frame, elapsed, elapsed) — free-fall/knockback
|
||||
// with no animation (G8).
|
||||
var seq = new CSequence(new MapLoader());
|
||||
seq.SetVelocity(new Vector3(0, 3, 0));
|
||||
var frame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
|
||||
|
||||
seq.Update(2.0, frame);
|
||||
|
||||
Assert.Equal(6.0f, frame.Origin.Y, 5);
|
||||
}
|
||||
|
||||
// ── root motion into the caller Frame (G7 wiring half) ──────────────
|
||||
|
||||
[Fact]
|
||||
public void Forward_PosFrames_CombinedIntoCallerFrame()
|
||||
{
|
||||
// Each crossed frame combines the node's pos_frame into the caller
|
||||
// Frame (retail root motion): 2 crossed frames → +2 X.
|
||||
var loader = new MapLoader();
|
||||
loader.Add(1u, MakeAnim(5, posFrames: true));
|
||||
var seq = new CSequence(loader);
|
||||
seq.AppendAnimation(Ad(1u));
|
||||
var frame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
|
||||
|
||||
seq.Update(2.0 / 30.0, frame); // crosses frames 0 and 1
|
||||
|
||||
Assert.Equal(2.0f, frame.Origin.X, 5);
|
||||
Assert.Equal(2.0, seq.FrameNumber, 9);
|
||||
}
|
||||
|
||||
// ── update entry contract (G19) ─────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void Update_RunsApricot_TrimmingConsumedLinkNodes()
|
||||
{
|
||||
// After the link→cycle advance, apricot (called by update) frees
|
||||
// the consumed link node.
|
||||
var loader = new MapLoader();
|
||||
loader.Add(1u, MakeAnim(2, hookPrefix: "link"));
|
||||
loader.Add(2u, MakeAnim(4, hookPrefix: "cyc"));
|
||||
var seq = new CSequence(loader);
|
||||
seq.AppendAnimation(Ad(1u));
|
||||
seq.AppendAnimation(Ad(2u));
|
||||
Assert.Equal(2, seq.Count);
|
||||
|
||||
seq.Update(0.1, null); // exhausts the link, advances into the cycle
|
||||
|
||||
Assert.Equal(1, seq.Count); // link trimmed by apricot
|
||||
Assert.Same(seq.FirstCyclic, seq.CurrAnim);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,133 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R5 conformance — <see cref="ConstraintManager"/> (retail 0x00556090-…).
|
||||
/// The leash-band taper + the 90 % IsFullyConstrained jump gate (port-plan §2b/§2c).
|
||||
/// </summary>
|
||||
public sealed class ConstraintManagerTests
|
||||
{
|
||||
private static (R5Host host, ConstraintManager cm) Setup()
|
||||
{
|
||||
var world = new Dictionary<uint, R5Host>();
|
||||
var host = new R5Host(10u, world);
|
||||
return (host, new ConstraintManager(host));
|
||||
}
|
||||
|
||||
private static Position Anchor(float x) => new(1u, new Vector3(x, 0f, 0f), Quaternion.Identity);
|
||||
|
||||
[Fact]
|
||||
public void ConstrainTo_InitializesOffsetToCurrentDistanceFromAnchor()
|
||||
{
|
||||
var (host, cm) = Setup();
|
||||
host.SetOrigin(Vector3.Zero);
|
||||
|
||||
cm.ConstrainTo(Anchor(5f), startDistance: 2f, maxDistance: 10f);
|
||||
|
||||
Assert.True(cm.IsConstrained);
|
||||
Assert.Equal(5f, cm.ConstraintPosOffset, 3); // distance(anchor(5,0,0), self(0,0,0))
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void IsFullyConstrained_TrueOnlyBeyond90PercentOfMax()
|
||||
{
|
||||
var (host, cm) = Setup();
|
||||
host.SetOrigin(Vector3.Zero);
|
||||
|
||||
cm.ConstrainTo(Anchor(8f), 2f, 10f); // offset 8, 90% of 10 = 9 → 8 < 9
|
||||
Assert.False(cm.IsFullyConstrained());
|
||||
|
||||
cm.ConstrainTo(Anchor(9.5f), 2f, 10f); // offset 9.5 > 9
|
||||
Assert.True(cm.IsFullyConstrained());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void IsFullyConstrained_FalseWhenNotConstrainedYet()
|
||||
{
|
||||
var (_, cm) = Setup();
|
||||
Assert.False(cm.IsFullyConstrained()); // max 0 → 0 < 0 is false
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AdjustOffset_InBand_AppliesLinearTaper()
|
||||
{
|
||||
var (host, cm) = Setup();
|
||||
host.SetOrigin(Vector3.Zero);
|
||||
host.InContact = true;
|
||||
cm.ConstrainTo(Anchor(5f), startDistance: 2f, maxDistance: 10f); // offset 5 in (2,10)
|
||||
|
||||
var frame = new MotionDeltaFrame { Origin = new Vector3(1f, 0f, 0f) };
|
||||
cm.AdjustOffset(frame, 0.1);
|
||||
|
||||
// taper = (10-5)/(10-2) = 5/8 = 0.625.
|
||||
Assert.Equal(0.625f, frame.Origin.X, 3);
|
||||
Assert.Equal(0.625f, cm.ConstraintPosOffset, 3); // recomputed = |offset|
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AdjustOffset_PastMax_HardClampsToZero()
|
||||
{
|
||||
var (host, cm) = Setup();
|
||||
host.SetOrigin(Vector3.Zero);
|
||||
host.InContact = true;
|
||||
cm.ConstrainTo(Anchor(20f), 2f, 10f); // offset 20 >= max 10
|
||||
|
||||
var frame = new MotionDeltaFrame { Origin = new Vector3(1f, 0f, 0f) };
|
||||
cm.AdjustOffset(frame, 0.1);
|
||||
|
||||
Assert.Equal(Vector3.Zero, frame.Origin);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AdjustOffset_BelowStart_PassesThrough()
|
||||
{
|
||||
var (host, cm) = Setup();
|
||||
host.SetOrigin(Vector3.Zero);
|
||||
host.InContact = true;
|
||||
cm.ConstrainTo(Anchor(1f), startDistance: 2f, maxDistance: 10f); // offset 1 < start 2
|
||||
|
||||
var frame = new MotionDeltaFrame { Origin = new Vector3(1f, 0f, 0f) };
|
||||
cm.AdjustOffset(frame, 0.1);
|
||||
|
||||
Assert.Equal(1f, frame.Origin.X, 3); // unscaled
|
||||
Assert.Equal(1f, cm.ConstraintPosOffset, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AdjustOffset_Airborne_SkipsClampButStillTracksLength()
|
||||
{
|
||||
var (host, cm) = Setup();
|
||||
host.SetOrigin(Vector3.Zero);
|
||||
host.InContact = false; // airborne
|
||||
cm.ConstrainTo(Anchor(20f), 2f, 10f); // would clamp if grounded
|
||||
|
||||
var frame = new MotionDeltaFrame { Origin = new Vector3(3f, 4f, 0f) };
|
||||
cm.AdjustOffset(frame, 0.1);
|
||||
|
||||
Assert.Equal(new Vector3(3f, 4f, 0f), frame.Origin); // untouched while airborne
|
||||
Assert.Equal(5f, cm.ConstraintPosOffset, 3); // |(3,4,0)| = 5, still updated
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AdjustOffset_NotConstrained_IsNoOp()
|
||||
{
|
||||
var (host, cm) = Setup();
|
||||
var frame = new MotionDeltaFrame { Origin = new Vector3(7f, 0f, 0f) };
|
||||
cm.AdjustOffset(frame, 0.1);
|
||||
Assert.Equal(new Vector3(7f, 0f, 0f), frame.Origin);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void UnConstrain_ClearsFlag()
|
||||
{
|
||||
var (host, cm) = Setup();
|
||||
cm.ConstrainTo(Anchor(5f), 2f, 10f);
|
||||
cm.UnConstrain();
|
||||
Assert.False(cm.IsConstrained);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,217 @@
|
|||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R3-W1 — action FIFO discipline + <c>ApplyMotion</c>/<c>RemoveMotion</c>
|
||||
/// field effects on <see cref="InterpretedMotionState"/> (closes J2). Oracle:
|
||||
/// docs/research/named-retail/acclient_2013_pseudo_c.txt — verbatim bodies
|
||||
/// quoted in MotionInterpreter.cs doc comments:
|
||||
/// <c>InterpretedMotionState::AddAction</c> (0x0051e9e0), <c>RemoveAction</c>
|
||||
/// (0x0051ead0), <c>GetNumActions</c> (0x0051eb00), <c>ApplyMotion</c>
|
||||
/// (0x0051ea40), <c>RemoveMotion</c> (0x0051e790).
|
||||
/// </summary>
|
||||
public sealed class InterpretedMotionStateActionFifoTests
|
||||
{
|
||||
[Fact]
|
||||
public void Default_HasEmptyActionsAndZeroCount()
|
||||
{
|
||||
var ims = InterpretedMotionState.Default();
|
||||
Assert.Empty(ims.Actions);
|
||||
Assert.Equal(0u, ims.GetNumActions());
|
||||
}
|
||||
|
||||
// ── AddAction / RemoveAction / GetNumActions FIFO discipline ──────────
|
||||
|
||||
[Fact]
|
||||
public void AddAction_AppendsInOrder_GetNumActionsCounts()
|
||||
{
|
||||
var ims = InterpretedMotionState.Default();
|
||||
ims.AddAction(0x1000004Bu, 1.0f, 1, autonomous: false);
|
||||
ims.AddAction(0x10000050u, 1.5f, 2, autonomous: true);
|
||||
|
||||
Assert.Equal(2u, ims.GetNumActions());
|
||||
Assert.Equal((ushort)0x004Bu, ims.Actions[0].Command);
|
||||
Assert.Equal((ushort)0x0050u, ims.Actions[1].Command);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveAction_PopsHeadFirst_FifoOrder()
|
||||
{
|
||||
var ims = InterpretedMotionState.Default();
|
||||
ims.AddAction(0x1000004Bu, 1.0f, 1, autonomous: false);
|
||||
ims.AddAction(0x10000050u, 1.5f, 2, autonomous: true);
|
||||
|
||||
uint first = ims.RemoveAction();
|
||||
uint second = ims.RemoveAction();
|
||||
|
||||
Assert.Equal(0x004Bu, first);
|
||||
Assert.Equal(0x0050u, second);
|
||||
Assert.Equal(0u, ims.GetNumActions());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveAction_Empty_ReturnsZero()
|
||||
{
|
||||
var ims = InterpretedMotionState.Default();
|
||||
Assert.Equal(0u, ims.RemoveAction());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetNumActions_DefaultStruct_NoNullRef()
|
||||
{
|
||||
// Defensive: a bare default(InterpretedMotionState) (bypassing
|
||||
// .Default()) must not NRE on GetNumActions/Actions/RemoveAction —
|
||||
// the lazy-list field starts null.
|
||||
InterpretedMotionState bare = default;
|
||||
Assert.Equal(0u, bare.GetNumActions());
|
||||
Assert.Empty(bare.Actions);
|
||||
Assert.Equal(0u, bare.RemoveAction());
|
||||
}
|
||||
|
||||
// ── DoMotion's depth-cap gate consumes this directly (documentation) ──
|
||||
|
||||
[Fact]
|
||||
public void GetNumActions_SixQueued_MeetsDoMotionDepthCapThreshold()
|
||||
{
|
||||
// DoMotion (0x00528d20 @306159) rejects with 0x45 when an
|
||||
// action-class motion arrives AND GetNumActions() >= 6. W1 only
|
||||
// proves the counter is correct; the gate itself lands in W5.
|
||||
var ims = InterpretedMotionState.Default();
|
||||
for (uint i = 0; i < 6; i++)
|
||||
ims.AddAction(0x10000000u + i, 1.0f, i, false);
|
||||
|
||||
Assert.Equal(6u, ims.GetNumActions());
|
||||
Assert.True(ims.GetNumActions() >= 6);
|
||||
}
|
||||
|
||||
// ── ApplyMotion field effects (0x0051ea40) ─────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void ApplyMotion_TurnRight_SetsTurnCommandAndSpeed()
|
||||
{
|
||||
var ims = InterpretedMotionState.Default();
|
||||
var p = new MovementParameters { Speed = 1.5f };
|
||||
|
||||
ims.ApplyMotion(0x6500000du, p);
|
||||
|
||||
Assert.Equal(0x6500000du, ims.TurnCommand);
|
||||
Assert.Equal(1.5f, ims.TurnSpeed);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyMotion_SideStepRight_SetsSideStepCommandAndSpeed()
|
||||
{
|
||||
var ims = InterpretedMotionState.Default();
|
||||
var p = new MovementParameters { Speed = 1.248f };
|
||||
|
||||
ims.ApplyMotion(0x6500000fu, p);
|
||||
|
||||
Assert.Equal(0x6500000fu, ims.SideStepCommand);
|
||||
Assert.Equal(1.248f, ims.SideStepSpeed);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyMotion_ForwardClassMotion_SetsForwardCommandAndSpeed()
|
||||
{
|
||||
// Unlike RawMotionState::ApplyMotion, InterpretedMotionState's
|
||||
// forward-class branch has NO RunForward exclusion — every
|
||||
// forward-class id (bit 0x40000000) writes forward_command.
|
||||
var ims = InterpretedMotionState.Default();
|
||||
var p = new MovementParameters { Speed = 2.94f };
|
||||
|
||||
ims.ApplyMotion(0x44000007u, p); // RunForward
|
||||
|
||||
Assert.Equal(0x44000007u, ims.ForwardCommand);
|
||||
Assert.Equal(2.94f, ims.ForwardSpeed);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyMotion_StyleClassMotion_ResetsForwardToReady_SetsCurrentStyle()
|
||||
{
|
||||
var ims = InterpretedMotionState.Default();
|
||||
ims.ForwardCommand = 0x45000005u;
|
||||
var p = new MovementParameters();
|
||||
|
||||
ims.ApplyMotion(0x80000042u, p);
|
||||
|
||||
Assert.Equal(0x41000003u, ims.ForwardCommand);
|
||||
Assert.Equal(0x80000042u, ims.CurrentStyle);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyMotion_ActionClassMotion_AddsAction()
|
||||
{
|
||||
var ims = InterpretedMotionState.Default();
|
||||
var p = new MovementParameters { Speed = 1.0f, ActionStamp = 7u, Autonomous = true };
|
||||
|
||||
ims.ApplyMotion(0x1000004Bu, p);
|
||||
|
||||
Assert.Equal(1u, ims.GetNumActions());
|
||||
var a = ims.Actions[0];
|
||||
Assert.Equal((ushort)0x004Bu, a.Command);
|
||||
Assert.Equal(1.0f, a.Speed);
|
||||
Assert.Equal((ushort)7u, a.Stamp);
|
||||
Assert.True(a.Autonomous);
|
||||
}
|
||||
|
||||
// ── RemoveMotion field effects (0x0051e790) ────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void RemoveMotion_TurnRightExact_ClearsTurnCommand()
|
||||
{
|
||||
var ims = InterpretedMotionState.Default();
|
||||
ims.TurnCommand = 0x6500000du;
|
||||
ims.RemoveMotion(0x6500000du);
|
||||
Assert.Equal(0u, ims.TurnCommand);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveMotion_TurnLeftExact_DoesNotMatchTurnBranch_FallsThroughToStyleCheck()
|
||||
{
|
||||
// Asymmetric vs RawMotionState::RemoveMotion: InterpretedMotionState
|
||||
// only exact-matches 0x6500000d (TurnRight) for the turn branch, NOT
|
||||
// 0x6500000e (TurnLeft) — verbatim per the raw decomp.
|
||||
var ims = InterpretedMotionState.Default();
|
||||
ims.TurnCommand = 0x6500000eu;
|
||||
ims.RemoveMotion(0x6500000eu);
|
||||
// Falls through: bit 0x40000000 clear, arg2 (0x6500000e) is not
|
||||
// negative and != current_style (0x8000003D default) -> no-op.
|
||||
Assert.Equal(0x6500000eu, ims.TurnCommand); // untouched
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveMotion_SideStepRightExact_ClearsSideStepCommand()
|
||||
{
|
||||
var ims = InterpretedMotionState.Default();
|
||||
ims.SideStepCommand = 0x6500000fu;
|
||||
ims.RemoveMotion(0x6500000fu);
|
||||
Assert.Equal(0u, ims.SideStepCommand);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveMotion_ForwardClassMotion_MatchingCommand_ResetsToReady()
|
||||
{
|
||||
var ims = InterpretedMotionState.Default();
|
||||
ims.ForwardCommand = 0x45000005u;
|
||||
ims.ForwardSpeed = 3.0f;
|
||||
|
||||
ims.RemoveMotion(0x45000005u);
|
||||
|
||||
Assert.Equal(0x41000003u, ims.ForwardCommand);
|
||||
Assert.Equal(1f, ims.ForwardSpeed);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveMotion_StyleClassMotion_MatchingCurrentStyle_ResetsToNonCombat()
|
||||
{
|
||||
var ims = InterpretedMotionState.Default();
|
||||
ims.CurrentStyle = 0x80000042u;
|
||||
|
||||
ims.RemoveMotion(0x80000042u);
|
||||
|
||||
Assert.Equal(0x8000003du, ims.CurrentStyle);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,97 @@
|
|||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// #174 pin (2026-07-05): the RemoveLinkAnimations seam must be retail
|
||||
// CPhysicsObj::RemoveLinkAnimations 0x0050fe20 — a TAILCALL to
|
||||
// CPartArray::HandleEnterWorld 0x00517d70 → MotionTableManager::
|
||||
// HandleEnterWorld 0x0051bdd0: CSequence::remove_all_link_animations PLUS a
|
||||
// full pending_animations drain (`while (head) AnimationDone(0)`), each pop
|
||||
// relaying MotionDone → CMotionInterp pops its pending_motions node in
|
||||
// lockstep.
|
||||
//
|
||||
// The pre-fix binding was the bare sequence strip: every LeaveGround (jump)
|
||||
// removed the link animations that queued MotionTableManager nodes were
|
||||
// counting down on, orphaning them (NumAnims > 0, animations gone). Both
|
||||
// queues then dammed permanently — MotionsPending() never drained at rest —
|
||||
// and BeginTurnToHeading/BeginMoveForward (retail 0x00529b90 motions_pending
|
||||
// gate) starved every armed moveto: ACE's walk-to-door mt-6 armed but the
|
||||
// body never walked; the close-range Use turn never completed so the
|
||||
// deferred action was silently eaten. Live evidence: launch-174-autowalk.log
|
||||
// (last player pending=False at the first MovementJump press; old jump
|
||||
// motions still completing at rest minutes later).
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
public class Issue174LinkStripDrainTests
|
||||
{
|
||||
private readonly ITestOutputHelper _out;
|
||||
public Issue174LinkStripDrainTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
/// <summary>
|
||||
/// The jam repro: queue motions (link + cycle nodes land in BOTH the
|
||||
/// interp's pending_motions and the manager's pending_animations), then
|
||||
/// fire the LeaveGround-side seam. With the retail HandleEnterWorld
|
||||
/// binding both queues drain to empty; the pre-fix bare-strip binding
|
||||
/// left both non-empty forever.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void RemoveLinkAnimationsSeam_DrainsBothQueues()
|
||||
{
|
||||
var h = new RemoteChaseHarness(_out);
|
||||
|
||||
// Drive a motion burst — walk, run, stop — the shape a player's
|
||||
// pre-jump input produces. Each successful dispatch pairs an interp
|
||||
// node with a manager node.
|
||||
var p = new MovementParameters();
|
||||
h.Interp.DoMotion(MotionCommand.WalkForward, p);
|
||||
h.Interp.set_hold_run(true, interrupt: false);
|
||||
h.Interp.StopMotion(MotionCommand.WalkForward, p);
|
||||
|
||||
Assert.True(h.Interp.MotionsPending(),
|
||||
"precondition: the burst must leave pending interp nodes");
|
||||
Assert.NotEmpty(h.Seq.Manager.PendingAnimations);
|
||||
|
||||
// The LeaveGround seam (retail CMotionInterp::LeaveGround 0x00528b00
|
||||
// fires CPhysicsObj::RemoveLinkAnimations).
|
||||
h.Interp.RemoveLinkAnimations!.Invoke();
|
||||
|
||||
Assert.False(h.Interp.MotionsPending(),
|
||||
"HandleEnterWorld's drain must pop every pending interp node " +
|
||||
"(retail: each AnimationDone(0) relays MotionDone)");
|
||||
Assert.Empty(h.Seq.Manager.PendingAnimations);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The post-jump livability pin: after the seam fires mid-activity, a
|
||||
/// NEW moveto-style dispatch must be able to queue and complete — the
|
||||
/// #174 symptom was that BeginTurnToHeading's motions_pending gate never
|
||||
/// re-opened after a jump, permanently starving armed movetos.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void AfterSeamDrain_NewMotionsQueueAndComplete()
|
||||
{
|
||||
var h = new RemoteChaseHarness(_out);
|
||||
var p = new MovementParameters();
|
||||
|
||||
// Pre-jump activity, then the jump's LeaveGround strip+drain.
|
||||
h.Interp.DoMotion(MotionCommand.WalkForward, p);
|
||||
h.Interp.RemoveLinkAnimations!.Invoke();
|
||||
Assert.False(h.Interp.MotionsPending());
|
||||
|
||||
// A fresh dispatch (the armed moveto's turn) queues...
|
||||
h.Interp.DoMotion(MotionCommand.TurnRight, p);
|
||||
Assert.True(h.Interp.MotionsPending());
|
||||
|
||||
// ...and the normal completion path (the manager's queue feeding
|
||||
// MotionDone) drains it — the gate re-opens.
|
||||
while (h.Seq.Manager.PendingAnimations.GetEnumerator() is var e && e.MoveNext())
|
||||
h.Seq.Manager.AnimationDone(success: true);
|
||||
|
||||
h.Seq.Manager.CheckForCompletedMotions();
|
||||
Assert.False(h.Interp.MotionsPending(),
|
||||
"the normal AnimationDone → MotionDone chain must drain the new node");
|
||||
}
|
||||
}
|
||||
33
tests/AcDream.Core.Tests/Physics/Motion/MotionNodeTests.cs
Normal file
33
tests/AcDream.Core.Tests/Physics/Motion/MotionNodeTests.cs
Normal file
|
|
@ -0,0 +1,33 @@
|
|||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R3-W1 — <c>CMotionInterp::MotionNode</c> shape pin. Oracle:
|
||||
/// acclient.h:53293 (struct #5857). W2 consumes this as the
|
||||
/// <c>pending_motions</c> element type; W1 only ports the shape.
|
||||
/// </summary>
|
||||
public sealed class MotionNodeTests
|
||||
{
|
||||
[Fact]
|
||||
public void Ctor_StoresAllThreeFields()
|
||||
{
|
||||
var node = new MotionNode(ContextId: 7u, Motion: 0x41000003u, JumpErrorCode: 0x48u);
|
||||
|
||||
Assert.Equal(7u, node.ContextId);
|
||||
Assert.Equal(0x41000003u, node.Motion);
|
||||
Assert.Equal(0x48u, node.JumpErrorCode);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Equality_IsValueBased()
|
||||
{
|
||||
var a = new MotionNode(1u, 2u, 3u);
|
||||
var b = new MotionNode(1u, 2u, 3u);
|
||||
var c = new MotionNode(1u, 2u, 4u);
|
||||
|
||||
Assert.Equal(a, b);
|
||||
Assert.NotEqual(a, c);
|
||||
}
|
||||
}
|
||||
145
tests/AcDream.Core.Tests/Physics/Motion/MotionStateTests.cs
Normal file
145
tests/AcDream.Core.Tests/Physics/Motion/MotionStateTests.cs
Normal file
|
|
@ -0,0 +1,145 @@
|
|||
using System.Linq;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R2-Q1 — verbatim <c>MotionState</c> (gap H2). Oracle:
|
||||
/// r2-motiontable-decomp.md §13 (ctor 0x00525fd0, add_modifier_no_check
|
||||
/// 0x00525ff0, add_modifier 0x00526340, remove_modifier 0x00526040,
|
||||
/// clear_modifiers 0x00526070, add_action 0x005260a0, clear_actions
|
||||
/// 0x005260f0, remove_action_head 0x00526120) + §14 (one node struct,
|
||||
/// two independent chains: modifier PUSH-FRONT STACK vs action TAIL-APPEND
|
||||
/// FIFO) + Q0-pins A4-#5 (deep-copy ctor clones both chains — re_modify's
|
||||
/// snapshot is a termination bound, never shared state).
|
||||
/// </summary>
|
||||
public class MotionStateTests
|
||||
{
|
||||
[Fact]
|
||||
public void Defaults_MatchRetailCtor()
|
||||
{
|
||||
var ms = new MotionState();
|
||||
Assert.Equal(0u, ms.Style);
|
||||
Assert.Equal(0u, ms.Substate);
|
||||
Assert.Equal(1f, ms.SubstateMod);
|
||||
Assert.Empty(ms.Modifiers);
|
||||
Assert.Empty(ms.Actions);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Modifiers_ArePushFrontStack()
|
||||
{
|
||||
var ms = new MotionState();
|
||||
ms.AddModifierNoCheck(0x0Du, 1.0f);
|
||||
ms.AddModifierNoCheck(0x0Fu, 1.5f);
|
||||
|
||||
// Newest first — retail pushes onto modifier_head.
|
||||
Assert.Equal(new uint[] { 0x0Fu, 0x0Du }, ms.Modifiers.Select(m => m.Motion).ToArray());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Actions_AreTailAppendFifo()
|
||||
{
|
||||
var ms = new MotionState();
|
||||
ms.AddAction(0x62u, 1.0f);
|
||||
ms.AddAction(0x63u, 1.25f);
|
||||
|
||||
Assert.Equal(new uint[] { 0x62u, 0x63u }, ms.Actions.Select(a => a.Motion).ToArray());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AddModifier_RejectsDuplicate()
|
||||
{
|
||||
var ms = new MotionState();
|
||||
Assert.True(ms.AddModifier(0x0Du, 1.0f));
|
||||
Assert.False(ms.AddModifier(0x0Du, 2.0f)); // already present → caller must stop-then-re-add
|
||||
Assert.Single(ms.Modifiers);
|
||||
Assert.Equal(1.0f, ms.Modifiers.First().SpeedMod); // original untouched
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AddModifier_RefusesCurrentSubstate()
|
||||
{
|
||||
var ms = new MotionState { Substate = 0x45000005u };
|
||||
Assert.False(ms.AddModifier(0x45000005u, 1.0f));
|
||||
Assert.Empty(ms.Modifiers);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AddModifierNoCheck_SkipsBothGuards()
|
||||
{
|
||||
var ms = new MotionState { Substate = 0x45000005u };
|
||||
ms.AddModifierNoCheck(0x45000005u, 1.0f);
|
||||
ms.AddModifierNoCheck(0x45000005u, 2.0f); // duplicate allowed too
|
||||
Assert.Equal(2, ms.Modifiers.Count());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveModifier_ByNodeIdentity()
|
||||
{
|
||||
var ms = new MotionState();
|
||||
ms.AddModifierNoCheck(0x0Du, 1.0f);
|
||||
ms.AddModifierNoCheck(0x0Fu, 1.5f);
|
||||
var target = ms.Modifiers.First(m => m.Motion == 0x0Du);
|
||||
|
||||
ms.RemoveModifier(target);
|
||||
|
||||
Assert.Single(ms.Modifiers);
|
||||
Assert.Equal(0x0Fu, ms.Modifiers.First().Motion);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveActionHead_PopsFifo_ReturnsMotion_ZeroWhenEmpty()
|
||||
{
|
||||
var ms = new MotionState();
|
||||
ms.AddAction(0x62u, 1f);
|
||||
ms.AddAction(0x63u, 1f);
|
||||
|
||||
Assert.Equal(0x62u, ms.RemoveActionHead());
|
||||
Assert.Equal(0x63u, ms.RemoveActionHead());
|
||||
Assert.Equal(0u, ms.RemoveActionHead()); // empty → 0 (retail returns 0)
|
||||
Assert.Empty(ms.Actions);
|
||||
|
||||
// Tail cleared with the last pop — a fresh append works normally.
|
||||
ms.AddAction(0x64u, 1f);
|
||||
Assert.Equal(new uint[] { 0x64u }, ms.Actions.Select(a => a.Motion).ToArray());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ClearModifiers_And_ClearActions_AreIndependentChains()
|
||||
{
|
||||
var ms = new MotionState();
|
||||
ms.AddModifierNoCheck(0x0Du, 1f);
|
||||
ms.AddAction(0x62u, 1f);
|
||||
|
||||
ms.ClearModifiers();
|
||||
Assert.Empty(ms.Modifiers);
|
||||
Assert.Single(ms.Actions);
|
||||
|
||||
ms.ClearActions();
|
||||
Assert.Empty(ms.Actions);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DeepCopy_ClonesChains_NoSharedState()
|
||||
{
|
||||
// A4-#5: re_modify's snapshot is a DEEP copy used as a termination
|
||||
// bound — mutating the original must not touch the snapshot.
|
||||
var ms = new MotionState { Style = 0x8000003Du, Substate = 0x44000007u, SubstateMod = 2.85f };
|
||||
ms.AddModifierNoCheck(0x0Du, 1.5f);
|
||||
ms.AddAction(0x62u, 1f);
|
||||
|
||||
var snap = new MotionState(ms);
|
||||
|
||||
ms.ClearModifiers();
|
||||
ms.RemoveActionHead();
|
||||
ms.Substate = 0x41000003u;
|
||||
|
||||
Assert.Equal(0x8000003Du, snap.Style);
|
||||
Assert.Equal(0x44000007u, snap.Substate);
|
||||
Assert.Equal(2.85f, snap.SubstateMod);
|
||||
Assert.Single(snap.Modifiers);
|
||||
Assert.Equal(0x0Du, snap.Modifiers.First().Motion);
|
||||
Assert.Single(snap.Actions);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,167 @@
|
|||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
using DRWMotionCommand = DatReaderWriter.Enums.MotionCommand;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R2-Q5 — <see cref="MotionTableDispatchSink"/>: the funnel's dispatches go
|
||||
/// straight into <see cref="AnimationSequencer.PerformMovement"/> (no axis
|
||||
/// collection, no priority pick, no fallback chain — GetObjectSequence
|
||||
/// 0x00522860 + is_allowed decide) with the TurnApplied/TurnStopped
|
||||
/// ObservedOmega seam.
|
||||
/// </summary>
|
||||
public class MotionTableDispatchSinkTests
|
||||
{
|
||||
private const uint NC = 0x8000003Du;
|
||||
private const uint Ready = 0x41000003u;
|
||||
private const uint Walk = 0x45000005u;
|
||||
private const uint TurnRight = 0x6500000Du;
|
||||
|
||||
private const uint ReadyAnim = 0x200u;
|
||||
private const uint WalkAnim = 0x201u;
|
||||
|
||||
private sealed class Loader : IAnimationLoader
|
||||
{
|
||||
private readonly System.Collections.Generic.Dictionary<uint, Animation> _anims = new();
|
||||
public void Register(uint id, Animation anim) => _anims[id] = anim;
|
||||
public Animation? LoadAnimation(uint id) => _anims.TryGetValue(id, out var a) ? a : null;
|
||||
}
|
||||
|
||||
private static Animation MakeAnim(int frames)
|
||||
{
|
||||
var anim = new Animation();
|
||||
for (int f = 0; f < frames; f++)
|
||||
{
|
||||
var pf = new AnimationFrame(1);
|
||||
pf.Frames.Add(new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity });
|
||||
anim.PartFrames.Add(pf);
|
||||
}
|
||||
return anim;
|
||||
}
|
||||
|
||||
private static MotionData MakeMd(uint animId, Vector3? omega = null)
|
||||
{
|
||||
var md = new MotionData();
|
||||
QualifiedDataId<Animation> qid = animId;
|
||||
md.Anims.Add(new AnimData { AnimId = qid, LowFrame = 0, HighFrame = -1, Framerate = 30f });
|
||||
if (omega is { } o)
|
||||
{
|
||||
md.Omega = o;
|
||||
md.Flags |= DatReaderWriter.Enums.MotionDataFlags.HasOmega;
|
||||
}
|
||||
return md;
|
||||
}
|
||||
|
||||
private static AnimationSequencer MakeSequencer(bool withTurnModifier = true)
|
||||
{
|
||||
var setup = new Setup();
|
||||
setup.Parts.Add(0x01000000u);
|
||||
setup.DefaultScale.Add(Vector3.One);
|
||||
|
||||
var loader = new Loader();
|
||||
loader.Register(ReadyAnim, MakeAnim(4));
|
||||
loader.Register(WalkAnim, MakeAnim(6));
|
||||
|
||||
var mt = new MotionTable { DefaultStyle = (DRWMotionCommand)NC };
|
||||
mt.StyleDefaults[(DRWMotionCommand)NC] = (DRWMotionCommand)Ready;
|
||||
mt.Cycles[(int)((NC << 16) | (Ready & 0xFFFFFFu))] = MakeMd(ReadyAnim);
|
||||
mt.Cycles[(int)((NC << 16) | (Walk & 0xFFFFFFu))] = MakeMd(WalkAnim);
|
||||
if (withTurnModifier)
|
||||
{
|
||||
mt.Modifiers[(int)((NC << 16) | (TurnRight & 0xFFFFFFu))] =
|
||||
MakeMd(ReadyAnim, omega: new Vector3(0f, 0f, 1.2f));
|
||||
}
|
||||
|
||||
return new AnimationSequencer(setup, mt, loader);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyMotion_CycleClass_InstallsSubstate_LazyInitialized()
|
||||
{
|
||||
var seq = MakeSequencer();
|
||||
var sink = new MotionTableDispatchSink(seq);
|
||||
|
||||
// Fresh sequencer: the first dispatch lazily runs initialize_state
|
||||
// (retail lazy-create, r3-motioninterp-decomp §6g) then installs
|
||||
// the requested substate.
|
||||
sink.ApplyMotion(Walk, 2.0f);
|
||||
|
||||
Assert.Equal(Walk, seq.CurrentMotion);
|
||||
Assert.Equal(2.0f, seq.CurrentSpeedMod);
|
||||
// Locomotion velocity synthesis ran in the passthrough (AP-75).
|
||||
Assert.Equal(MotionInterpreter.WalkAnimSpeed * 2.0f, seq.CurrentVelocity.Y, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyMotion_Turn_Branch4Modifier_FiresTurnApplied_NoCycleChange()
|
||||
{
|
||||
var seq = MakeSequencer();
|
||||
uint? turnMotion = null;
|
||||
float turnSpeed = 0f;
|
||||
var sink = new MotionTableDispatchSink(seq)
|
||||
{
|
||||
TurnApplied = (m, s) => { turnMotion = m; turnSpeed = s; },
|
||||
};
|
||||
|
||||
sink.ApplyMotion(Walk, 1.0f);
|
||||
sink.ApplyMotion(TurnRight, 1.5f);
|
||||
|
||||
// The AP-73 mechanism for real: substate cycle untouched, the turn
|
||||
// is a MotionState modifier with its dat omega combined.
|
||||
Assert.Equal(Walk, seq.CurrentMotion);
|
||||
Assert.Equal((TurnRight, 1.5f), (turnMotion!.Value, turnSpeed));
|
||||
Assert.Equal(1.2f * 1.5f, seq.CurrentOmega.Z, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void StopMotion_Turn_FiresTurnStopped_UnwindsModifierPhysics()
|
||||
{
|
||||
var seq = MakeSequencer();
|
||||
bool stopped = false;
|
||||
var sink = new MotionTableDispatchSink(seq) { TurnStopped = () => stopped = true };
|
||||
|
||||
sink.ApplyMotion(Walk, 1.0f);
|
||||
sink.ApplyMotion(TurnRight, 1.5f);
|
||||
sink.StopMotion(TurnRight);
|
||||
|
||||
Assert.True(stopped);
|
||||
// StopSequenceMotion Case B (0x00522fc0): subtract_motion of the dat
|
||||
// omega + modifier unlinked.
|
||||
Assert.Equal(0f, seq.CurrentOmega.Z, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void StopMotion_CurrentSubstate_ReDrivesToStyleDefault()
|
||||
{
|
||||
var seq = MakeSequencer();
|
||||
var sink = new MotionTableDispatchSink(seq);
|
||||
|
||||
sink.ApplyMotion(Walk, 1.0f);
|
||||
sink.StopMotion(Walk);
|
||||
|
||||
// StopSequenceMotion Case A: stopping the active cycle re-drives
|
||||
// GetObjectSequence toward the style default (Ready).
|
||||
Assert.Equal(Ready, seq.CurrentMotion);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyMotion_MissingEverywhere_NoOp_DefaultKeepsPlaying()
|
||||
{
|
||||
var seq = MakeSequencer(withTurnModifier: false);
|
||||
var sink = new MotionTableDispatchSink(seq);
|
||||
|
||||
sink.ApplyMotion(Walk, 1.0f);
|
||||
// 0x44000007 RunForward: no cycle, no modifier -> dispatch fails,
|
||||
// sequence + state untouched (no fallback chain — H4/H5).
|
||||
sink.ApplyMotion(0x44000007u, 2.0f);
|
||||
|
||||
Assert.Equal(Walk, seq.CurrentMotion);
|
||||
Assert.Equal(1.0f, seq.CurrentSpeedMod);
|
||||
}
|
||||
}
|
||||
1018
tests/AcDream.Core.Tests/Physics/Motion/MotionTableManagerTests.cs
Normal file
1018
tests/AcDream.Core.Tests/Physics/Motion/MotionTableManagerTests.cs
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -0,0 +1,295 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V2 — <c>HandleMoveToPosition</c> Phase 2 (<c>00529d80</c>, raw
|
||||
/// 307283-307331) and <c>CheckProgressMade</c> (<c>005290f0</c>, raw
|
||||
/// 306385-306431), per r4-moveto-decomp.md §6b/§5b: arrival predicate
|
||||
/// (chase <c>dist <= DistanceToObject</c> vs flee
|
||||
/// <c>dist >= MinDistance</c>), fail-distance (<see cref="WeenieError.YouChargedTooFar"/>
|
||||
/// 0x3D), and the 1-second / 0.25-units-per-second progress window (BOTH
|
||||
/// incremental AND overall rates).
|
||||
/// </summary>
|
||||
public sealed class MoveToManagerArrivalAndProgressTests
|
||||
{
|
||||
// ── CheckProgressMade — the progress-clock table (§5b) ─────────────────
|
||||
|
||||
[Fact]
|
||||
public void CheckProgressMade_WithinOneSecondWindow_AlwaysTrue_TooSoonToJudge()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters { UseSpheres = false });
|
||||
|
||||
h.Advance(0.5); // < 1.0s since PreviousDistanceTime
|
||||
|
||||
Assert.True(h.Manager.CheckProgressMade(currentDistance: 19.9f));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CheckProgressMade_ExactlyOneSecond_StillTooSoon_Inclusive()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters { UseSpheres = false });
|
||||
|
||||
h.Advance(1.0); // elapsed <= 1.0 -> still true (§5b: "elapsed <= 1.0 -> return 1")
|
||||
|
||||
Assert.True(h.Manager.CheckProgressMade(currentDistance: 19.9f));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CheckProgressMade_AfterWindow_SufficientIncrementalAndOverallRate_True()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters { UseSpheres = false });
|
||||
|
||||
// PreviousDistance/OriginalDistance seeded to 20 at t=0.
|
||||
h.Advance(2.0); // 2s elapsed
|
||||
|
||||
// Closed 1 unit/s over 2s = 2 units closed -> rate 1.0 >= 0.25 both ways.
|
||||
bool progress = h.Manager.CheckProgressMade(currentDistance: 18f);
|
||||
|
||||
Assert.True(progress);
|
||||
Assert.Equal(0u, h.Manager.FailProgressCount);
|
||||
Assert.Equal(18f, h.Manager.PreviousDistance, 2); // incremental checkpoint advanced
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CheckProgressMade_InsufficientIncrementalRate_False_CheckpointDoesNotAdvance()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters { UseSpheres = false });
|
||||
|
||||
h.Advance(2.0);
|
||||
|
||||
// Closed only 0.1 unit over 2s -> rate 0.05 < 0.25 -> no progress;
|
||||
// checkpoint (PreviousDistance) must NOT advance.
|
||||
bool progress = h.Manager.CheckProgressMade(currentDistance: 19.9f);
|
||||
|
||||
Assert.False(progress);
|
||||
Assert.Equal(20f, h.Manager.PreviousDistance, 2); // unchanged
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CheckProgressMade_GoodIncrementalButBadOverallRate_False()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters { UseSpheres = false });
|
||||
|
||||
// OriginalDistance/OriginalDistanceTime were seeded to (20, t=0) by
|
||||
// BeginMoveForward and NEVER move again except on arrival/retarget —
|
||||
// only PreviousDistance (the incremental checkpoint) advances on a
|
||||
// passing tick. Simulate a long slow crawl: many small incremental
|
||||
// passes that each individually clear 0.25/s over their own 1s+
|
||||
// window, but the OVERALL rate since t=0 stays under 0.25/s because
|
||||
// the total elapsed time dominates.
|
||||
h.Advance(2.0);
|
||||
Assert.True(h.Manager.CheckProgressMade(19f)); // incremental 0.5/s since t=0 — overall also 0.5/s here, still passes.
|
||||
|
||||
// Now advance a huge amount of time with only a tiny further close —
|
||||
// incremental since the LAST checkpoint (t=2, dist=19) is healthy
|
||||
// relative to its own short window, but overall since t=0 (dist 20)
|
||||
// over the huge elapsed time is far under 0.25/s.
|
||||
h.Advance(200.0);
|
||||
bool progress = h.Manager.CheckProgressMade(18.9f); // incremental: 0.1/200s -> fails incremental too in this construction; assert false either way (both gates must independently pass).
|
||||
|
||||
Assert.False(progress);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CheckProgressMade_MovingAway_UsesOpeningDistance()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
|
||||
// pure-away move: MoveTowards=false, MoveAway=true, MinDistance large
|
||||
// so get_command picks WalkForward+movingAway.
|
||||
var p = new MovementParameters { MoveTowards = false, MoveAway = true, MinDistance = 50f, UseSpheres = false };
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), p);
|
||||
Assert.True(h.Manager.MovingAway);
|
||||
|
||||
h.Advance(2.0);
|
||||
// Distance to the (now-behind) target GREW from ~20 to 25 -> opening
|
||||
// at 2.5/s -> progress (moving_away: progress = curr - previous).
|
||||
bool progress = h.Manager.CheckProgressMade(25f);
|
||||
|
||||
Assert.True(progress);
|
||||
}
|
||||
|
||||
// ── Arrival predicate (§6b Phase 2) — chase vs flee ────────────────────
|
||||
|
||||
[Fact]
|
||||
public void HandleMoveToPosition_Chase_ArrivesWhenDistLessOrEqualDto()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
|
||||
var p = new MovementParameters { DistanceToObject = 5f, UseSpheres = false };
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), p);
|
||||
h.DrainPendingMotions();
|
||||
|
||||
// Walk the mover to within DistanceToObject and let enough time pass
|
||||
// for CheckProgressMade to evaluate true.
|
||||
h.WorldPosition = new Position(1u, new Vector3(16f, 0f, 0f), Quaternion.Identity); // dist=4 <= dto(5)
|
||||
h.Advance(2.0);
|
||||
|
||||
h.Manager.HandleMoveToPosition();
|
||||
|
||||
// Arrival -> node popped, CurrentCommand cleared, BeginNextNode ran
|
||||
// (queue now empty, non-sticky) -> CleanUp + StopCompletely ->
|
||||
// MovementTypeState back to Invalid.
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HandleMoveToPosition_Chase_NotArrivedYet_StaysActive()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f, UseSpheres = false };
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), p);
|
||||
h.DrainPendingMotions();
|
||||
|
||||
h.WorldPosition = new Position(1u, new Vector3(5f, 0f, 0f), Quaternion.Identity); // dist=15, still far
|
||||
h.Advance(2.0);
|
||||
|
||||
h.Manager.HandleMoveToPosition();
|
||||
|
||||
Assert.Equal(MovementType.MoveToPosition, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HandleMoveToPosition_Flee_ArrivesWhenDistGreaterOrEqualMinDistance()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
|
||||
var p = new MovementParameters { MoveTowards = false, MoveAway = true, MinDistance = 10f, UseSpheres = false };
|
||||
// Start close (dist=5 < MinDistance=10) so get_command picks
|
||||
// WalkForward+movingAway (pure-away band, §5c).
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(5f, 0f, 0f), Quaternion.Identity), p);
|
||||
Assert.True(h.Manager.MovingAway);
|
||||
h.DrainPendingMotions();
|
||||
|
||||
// Mover has fled to distance 12 (>= MinDistance 10) -> arrived.
|
||||
h.WorldPosition = new Position(1u, new Vector3(-7f, 0f, 0f), Quaternion.Identity); // dist to (5,0,0) = 12
|
||||
h.Advance(2.0);
|
||||
|
||||
h.Manager.HandleMoveToPosition();
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
// ── Fail-distance (§6b, WeenieError.YouChargedTooFar) ──────────────────
|
||||
|
||||
[Fact]
|
||||
public void HandleMoveToPosition_ProgressMadeButOverFailDistance_CancelsAsYouChargedTooFar()
|
||||
{
|
||||
// §6b Phase 2 ordering: the fail_distance check lives INSIDE the
|
||||
// "CheckProgressMade == true, but not yet arrived" branch — a
|
||||
// no-progress tick never reaches it at all (that tick only
|
||||
// increments FailProgressCount). So the fail-distance trigger
|
||||
// requires: progress WAS made (rate >= 0.25 both ways) toward the
|
||||
// target, arrival not yet reached, AND total displacement from
|
||||
// StartingPosition exceeds FailDistance — e.g. the mover overshot
|
||||
// past the target along a path that looped far from the start.
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f, FailDistance = 5f, UseSpheres = false };
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), p);
|
||||
h.DrainPendingMotions();
|
||||
|
||||
// Mover advanced to (8,0,0): 12 units closed toward the target over
|
||||
// 2s (rate 6/s, passes both incremental+overall) but has traveled
|
||||
// 8 units from StartingPosition(0,0,0) — over FailDistance(5) —
|
||||
// while still 12 units short of arrival (dto=0.6).
|
||||
h.WorldPosition = new Position(1u, new Vector3(8f, 0f, 0f), Quaternion.Identity);
|
||||
h.Advance(2.0);
|
||||
|
||||
h.Manager.HandleMoveToPosition();
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HandleMoveToPosition_NoProgressButWithinFailDistance_StaysActive_NoCancel()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f, FailDistance = 100f, UseSpheres = false };
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), p);
|
||||
h.DrainPendingMotions();
|
||||
|
||||
h.WorldPosition = new Position(1u, new Vector3(0f, 1f, 0f), Quaternion.Identity); // 1 unit from start, well under FailDistance
|
||||
h.Advance(2.0);
|
||||
|
||||
h.Manager.HandleMoveToPosition();
|
||||
|
||||
Assert.Equal(MovementType.MoveToPosition, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
// ── FailProgressCount write-only bookkeeping (§8, do-not-invent) ───────
|
||||
|
||||
[Fact]
|
||||
public void FailProgressCount_IncrementsOnStall_ButNoGiveUpThresholdExists()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f, FailDistance = float.MaxValue, UseSpheres = false };
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), p);
|
||||
h.DrainPendingMotions();
|
||||
|
||||
// Stall many times (no progress, not interpolating, not animating) —
|
||||
// FailProgressCount should climb with NO cap and NO resulting
|
||||
// cancellation, since the counter is write-only in retail (§8).
|
||||
for (int i = 0; i < 20; i++)
|
||||
{
|
||||
h.Advance(2.0);
|
||||
h.Manager.HandleMoveToPosition();
|
||||
}
|
||||
|
||||
Assert.True(h.Manager.FailProgressCount >= 20);
|
||||
Assert.Equal(MovementType.MoveToPosition, h.Manager.MovementTypeState); // still active, no give-up
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FailProgressCount_NotIncremented_WhenInterpolating()
|
||||
{
|
||||
var h = new MoveToManagerHarness { IsInterpolatingValue = true };
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f, FailDistance = float.MaxValue, UseSpheres = false };
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), p);
|
||||
h.DrainPendingMotions();
|
||||
|
||||
h.Advance(2.0);
|
||||
h.Manager.HandleMoveToPosition();
|
||||
|
||||
Assert.Equal(0u, h.Manager.FailProgressCount);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,147 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V2 — <c>HandleMoveToPosition</c> Phase 1 aux-turn steering
|
||||
/// (<c>00529d80</c>, raw 307187-307280) per r4-moveto-decomp.md §6b: the
|
||||
/// 20°/340° deadband, direction pick (diff ≥ 180 → TurnLeft else TurnRight),
|
||||
/// no-redundant-reissue, and the "stop aux while animating" branch.
|
||||
/// </summary>
|
||||
public sealed class MoveToManagerAuxTurnTests
|
||||
{
|
||||
/// <summary>Drives a manager into an active MoveToPosition (heading
|
||||
/// already settled so BeginMoveForward runs on the first BeginNextNode),
|
||||
/// then drains the interp's pending_motions queue via a synthetic
|
||||
/// MotionDone callback — standing in for "the WalkForward/RunForward
|
||||
/// animation-table dispatch cycle has started/completed" the way a real
|
||||
/// AnimationSequencer would signal it. Without this, MotionsPending()
|
||||
/// stays true forever (BeginMoveForward's own _DoMotion dispatch
|
||||
/// enqueues a node that nothing else in this bare harness ever pops),
|
||||
/// and HandleMoveToPosition's Phase 1 would perpetually take the
|
||||
/// "animating, stop aux" branch — never exercising the deadband/turn
|
||||
/// logic this test file targets.</summary>
|
||||
private static MoveToManagerHarness ArmMoving(float initialHeading, Vector3 targetXY)
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = initialHeading;
|
||||
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f, UseSpheres = false };
|
||||
h.Manager.MoveToPosition(new Position(1u, targetXY, Quaternion.Identity), p);
|
||||
|
||||
h.DrainPendingMotions();
|
||||
|
||||
return h;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void WithinDeadband_NoAuxTurnIssued()
|
||||
{
|
||||
// Target due east (heading 90); mover already facing 85 -> diff 5,
|
||||
// inside [0,20] deadband.
|
||||
var h = ArmMoving(initialHeading: 90f, targetXY: new Vector3(20f, 0f, 0f));
|
||||
h.Heading = 85f; // simulate drift after the initial turn-to-face completed
|
||||
|
||||
h.Manager.HandleMoveToPosition();
|
||||
|
||||
Assert.Equal(0u, h.Manager.AuxCommand);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void JustOutsideDeadband_Positive_IssuesTurnRight()
|
||||
{
|
||||
var h = ArmMoving(initialHeading: 90f, targetXY: new Vector3(20f, 0f, 0f));
|
||||
h.Heading = 40f; // diff = 90-40 = 50 -> outside [0,20]∪[340,360)
|
||||
|
||||
h.Manager.HandleMoveToPosition();
|
||||
|
||||
Assert.Equal(MotionCommand.TurnRight, h.Manager.AuxCommand);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DiffAtOrAbove180_IssuesTurnLeft()
|
||||
{
|
||||
var h = ArmMoving(initialHeading: 90f, targetXY: new Vector3(20f, 0f, 0f));
|
||||
h.Heading = 300f; // diff = 90-300 = -210 -> +360 = 150... need >=180 for TurnLeft; pick 260.
|
||||
h.Heading = 260f; // diff = 90-260=-170 -> +360=190 (>=180) -> TurnLeft
|
||||
|
||||
h.Manager.HandleMoveToPosition();
|
||||
|
||||
Assert.Equal(MotionCommand.TurnLeft, h.Manager.AuxCommand);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DeadbandUpperBoundary_340_NoTurn()
|
||||
{
|
||||
var h = ArmMoving(initialHeading: 0f, targetXY: new Vector3(0f, 20f, 0f)); // target heading 0
|
||||
h.Heading = 20f; // diff = 0-20=-20 -> +360=340 -> boundary INCLUSIVE (diff >= 340)
|
||||
|
||||
h.Manager.HandleMoveToPosition();
|
||||
|
||||
Assert.Equal(0u, h.Manager.AuxCommand);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DeadbandLowerBoundary_20_NoTurn()
|
||||
{
|
||||
var h = ArmMoving(initialHeading: 0f, targetXY: new Vector3(0f, 20f, 0f)); // target heading 0
|
||||
h.Heading = -20f % 360f; // normalize below
|
||||
h.Heading = 340f; // diff = 0-340 = -340 -> +360=20 -> boundary INCLUSIVE (diff <= 20)
|
||||
|
||||
h.Manager.HandleMoveToPosition();
|
||||
|
||||
Assert.Equal(0u, h.Manager.AuxCommand);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NoRedundantReissue_SameDirectionTwice_DoesNotRedispatch()
|
||||
{
|
||||
var h = ArmMoving(initialHeading: 90f, targetXY: new Vector3(20f, 0f, 0f));
|
||||
h.Heading = 40f; // outside deadband -> TurnRight
|
||||
|
||||
h.Manager.HandleMoveToPosition();
|
||||
uint firstAux = h.Manager.AuxCommand;
|
||||
Assert.Equal(MotionCommand.TurnRight, firstAux);
|
||||
|
||||
// Drain the interp's pending_motions queue (the TurnRight dispatch
|
||||
// just enqueued a node) so Phase 1's "not animating" branch runs
|
||||
// again on the second tick — otherwise MotionsPending() would stay
|
||||
// true and Phase 1 would take the "animating, stop aux" branch
|
||||
// instead of exercising the redundant-reissue guard this test
|
||||
// targets.
|
||||
h.DrainPendingMotions();
|
||||
|
||||
int stopCallsBefore = h.StopCompletelyCalls; // unrelated counter, just for isolation
|
||||
|
||||
// Second tick, still outside deadband, same direction -> _DoMotion
|
||||
// should NOT be re-issued (turn != AuxCommand test fails since
|
||||
// AuxCommand already equals TurnRight) — assert AuxCommand is
|
||||
// unchanged (still TurnRight) as the observable proxy.
|
||||
h.Manager.HandleMoveToPosition();
|
||||
|
||||
Assert.Equal(MotionCommand.TurnRight, h.Manager.AuxCommand);
|
||||
Assert.Equal(stopCallsBefore, h.StopCompletelyCalls);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AnimatingMotionsPending_StopsAuxTurn_DoesNotStartNew()
|
||||
{
|
||||
var h = ArmMoving(initialHeading: 90f, targetXY: new Vector3(20f, 0f, 0f));
|
||||
h.Heading = 40f;
|
||||
h.Manager.HandleMoveToPosition();
|
||||
Assert.Equal(MotionCommand.TurnRight, h.Manager.AuxCommand);
|
||||
|
||||
// Simulate an animation-table motion still pending by queueing a
|
||||
// node onto the REAL MotionInterpreter's pending_motions.
|
||||
h.Interp.AddToQueue(0, MotionCommand.WalkForward, 0);
|
||||
Assert.True(h.Interp.MotionsPending());
|
||||
|
||||
h.Manager.HandleMoveToPosition();
|
||||
|
||||
Assert.Equal(0u, h.Manager.AuxCommand);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,157 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V2 — <c>MoveToManager::BeginMoveForward</c> (<c>00529a00</c>, raw
|
||||
/// 306957-307042) per r4-moveto-decomp.md §4c: dispatched motion id / hold
|
||||
/// key, the write-back to the STORED params, and the progress-clock seed.
|
||||
/// Also exercises the run→walk demote inside <c>WalkRunThreshhold</c> (the
|
||||
/// R3 visual-pass expected-diff this closes).
|
||||
/// </summary>
|
||||
public sealed class MoveToManagerBeginMoveForwardTests
|
||||
{
|
||||
[Fact]
|
||||
public void FarFromTarget_CanRunCanWalk_DispatchesRunForward()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f; // already facing target — no aux turn needed
|
||||
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f, WalkRunThreshhold = 15f };
|
||||
// Distance far beyond threshold+dto -> Run.
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(100f, 0f, 0f), Quaternion.Identity), p);
|
||||
|
||||
// MoveToPosition's node plan queues [TurnToHeading(face)] first since
|
||||
// heading(0->target)=90 != current heading is not tested here (we
|
||||
// set Heading=90 already so diff=0, GetCommand still picks motion
|
||||
// because distance is huge, so a turn node is queued anyway — but
|
||||
// since diff==0 the queued turn will complete immediately in
|
||||
// BeginNextNode's synchronous dispatch, landing directly on
|
||||
// BeginMoveForward).
|
||||
// ForwardCommand (post-adjust_motion, dispatched to the interp) is
|
||||
// RunForward; CurrentCommand (the manager's OWN field) stores the
|
||||
// PRE-adjust command GetCommand chose — get_command's own body only
|
||||
// ever returns WalkForward/WalkBackward/0 (§5c) — the Run promotion
|
||||
// happens downstream, inside adjust_motion (_DoMotion §7a), and is
|
||||
// never written back into CurrentCommand.
|
||||
Assert.Equal(MotionCommand.RunForward, h.ForwardCommand);
|
||||
Assert.Equal(HoldKey.Run, h.Manager.Params.HoldKeyToApply);
|
||||
Assert.Equal(MotionCommand.WalkForward, h.Manager.CurrentCommand);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void WithinWalkRunThreshold_DemotesToWalk()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f, WalkRunThreshhold = 15f };
|
||||
// dist - dto = 10 - 0.6 = 9.4 <= 15 -> walk.
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity), p);
|
||||
|
||||
Assert.Equal(MotionCommand.WalkForward, h.ForwardCommand);
|
||||
Assert.Equal(HoldKey.None, h.Manager.Params.HoldKeyToApply);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CanCharge_FastPathWins_RunsEvenWhenClose()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f, WalkRunThreshhold = 15f, CanCharge = true };
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(2f, 0f, 0f), Quaternion.Identity), p);
|
||||
|
||||
Assert.Equal(MotionCommand.RunForward, h.ForwardCommand);
|
||||
Assert.Equal(HoldKey.Run, h.Manager.Params.HoldKeyToApply);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HoldKeyWriteBack_ToStoredParams_NotJustLocalCopy()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f, WalkRunThreshhold = 15f, HoldKeyToApply = HoldKey.Invalid };
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(100f, 0f, 0f), Quaternion.Identity), p);
|
||||
|
||||
Assert.Equal(HoldKey.Run, h.Manager.Params.HoldKeyToApply);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ProgressClockSeeded_PreviousAndOriginalEqualCurrentDistance()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
h.CurTime = 5.0;
|
||||
|
||||
// UseSpheres defaults true on a fresh MovementParameters, and
|
||||
// MoveToPosition's own params (copied into Params BEFORE
|
||||
// BeginMoveForward runs) drive GetCurrentDistance's use_spheres
|
||||
// branch: cylinder distance = center distance - ownRadius(0.5) -
|
||||
// targetRadius(0, position moves always zero SoughtObjectRadius).
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f, UseSpheres = false };
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), p);
|
||||
|
||||
Assert.Equal(20f, h.Manager.PreviousDistance, 2);
|
||||
Assert.Equal(20f, h.Manager.OriginalDistance, 2);
|
||||
Assert.Equal(5.0, h.Manager.PreviousDistanceTime, 3);
|
||||
Assert.Equal(5.0, h.Manager.OriginalDistanceTime, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ProgressClockSeeded_UseSpheresDefault_UsesCylinderDistance()
|
||||
{
|
||||
var h = new MoveToManagerHarness { OwnRadius = 0.5f };
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
h.CurTime = 5.0;
|
||||
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f }; // UseSpheres=true (default)
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), p);
|
||||
|
||||
// center distance 20 - ownRadius 0.5 - targetRadius 0 (position
|
||||
// moves zero SoughtObjectRadius, §3c) = 19.5.
|
||||
Assert.Equal(19.5f, h.Manager.PreviousDistance, 2);
|
||||
Assert.Equal(19.5f, h.Manager.OriginalDistance, 2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CancelMoveToBit_ClearedOnLocalParams_DoesNotSelfCancel()
|
||||
{
|
||||
// If the 0x8000 CancelMoveTo bit were NOT cleared on the local
|
||||
// params passed into _DoMotion, InterruptCurrentMovement-style
|
||||
// cancellation logic downstream could tear down THIS moveto before
|
||||
// it starts. We assert the observable effect: the manager is still
|
||||
// MovingTo after BeginMoveForward dispatches.
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
|
||||
|
||||
Assert.True(h.Manager.IsMovingTo());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NoPhysicsObj_CancelsWithNoPhysicsObjectCode()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
|
||||
Assert.True(h.Manager.IsMovingTo());
|
||||
|
||||
h.Manager.HasPhysicsObj = false;
|
||||
h.Manager.BeginMoveForward();
|
||||
|
||||
Assert.False(h.Manager.IsMovingTo());
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,123 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V5 — the <c>MoveToComplete</c> CLIENT-ADDITION seam contract (see the
|
||||
/// seam's doc on <see cref="MoveToManager.MoveToComplete"/>): fires with
|
||||
/// <see cref="WeenieError.None"/> on NATURAL COMPLETION (the
|
||||
/// <see cref="MoveToManager.BeginNextNode"/> empty-queue exits, both sticky
|
||||
/// and non-sticky, plus <c>CleanUpAndCallWeenie</c>'s instant-success path)
|
||||
/// and NEVER on <see cref="MoveToManager.CancelMoveTo"/>. The App layer's
|
||||
/// AD-27 re-anchor (deferred Use/PickUp re-send on arrival) depends on
|
||||
/// exactly this split: arrival fires the deferred action once; a user-input
|
||||
/// cancel must not.
|
||||
/// </summary>
|
||||
public sealed class MoveToManagerCompletionSeamTests
|
||||
{
|
||||
/// <summary>Arms a position move 5 m dead ahead (heading 90 = +X,
|
||||
/// facing it) and drives the scripted body to arrival via UseTime.</summary>
|
||||
private static MoveToManagerHarness DriveToArrival()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
h.Manager.MoveToPosition(
|
||||
new Position(1u, new Vector3(5f, 0f, 0f), Quaternion.Identity),
|
||||
new MovementParameters { UseSpheres = false, DistanceToObject = 0.6f });
|
||||
h.DrainPendingMotions();
|
||||
|
||||
for (int i = 0; i < 200 && h.Manager.IsMovingTo(); i++)
|
||||
{
|
||||
h.Tick();
|
||||
var cur = h.WorldPosition.Frame.Origin;
|
||||
h.WorldPosition = new Position(
|
||||
1u, cur + new Vector3(0.2f, 0f, 0f), Quaternion.Identity);
|
||||
h.Manager.UseTime();
|
||||
h.DrainPendingMotions();
|
||||
}
|
||||
|
||||
Assert.False(h.Manager.IsMovingTo(),
|
||||
"scripted drive must reach arrival within the tick budget");
|
||||
return h;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NaturalArrival_FiresMoveToComplete_OnceWithNone()
|
||||
{
|
||||
var h = DriveToArrival();
|
||||
|
||||
Assert.Single(h.MoveToCompleteCalls);
|
||||
Assert.Equal(WeenieError.None, h.MoveToCompleteCalls[0]);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AfterArrival_ExtraUseTimeTicks_DoNotRefire()
|
||||
{
|
||||
var h = DriveToArrival();
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
h.Tick();
|
||||
h.Manager.UseTime();
|
||||
}
|
||||
|
||||
Assert.Single(h.MoveToCompleteCalls);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CancelMoveTo_DoesNotFireMoveToComplete()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
h.Manager.MoveToPosition(
|
||||
new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
|
||||
new MovementParameters { UseSpheres = false });
|
||||
Assert.True(h.Manager.IsMovingTo());
|
||||
|
||||
h.Manager.CancelMoveTo(WeenieError.ActionCancelled);
|
||||
|
||||
Assert.False(h.Manager.IsMovingTo());
|
||||
Assert.Empty(h.MoveToCompleteCalls);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void StickyCompletion_FiresMoveToComplete_AfterStickToHandoff()
|
||||
{
|
||||
// In-range sticky object move: MoveToObject arms the tracker; the
|
||||
// first Ok callback finds the target already inside
|
||||
// DistanceToObject, so no motion nodes are needed and BeginNextNode
|
||||
// lands straight on the empty-queue STICKY exit — StickTo gets the
|
||||
// pre-CleanUp tlid/radius/height, then the completion seam fires.
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
h.Manager.MoveToObject(
|
||||
objectId: 0x1000u, topLevelId: 0x1000u, radius: 0.5f, height: 1f,
|
||||
new MovementParameters { Sticky = true, DistanceToObject = 5f });
|
||||
h.DrainPendingMotions();
|
||||
|
||||
var target = new Position(1u, new Vector3(1f, 0f, 0f), Quaternion.Identity);
|
||||
h.Manager.HandleUpdateTarget(
|
||||
new TargetInfo(0x1000u, TargetStatus.Ok, target, target));
|
||||
h.DrainPendingMotions();
|
||||
|
||||
// Some builds need the turn/settle nodes ticked through first.
|
||||
for (int i = 0; i < 50 && h.Manager.IsMovingTo(); i++)
|
||||
{
|
||||
h.Tick();
|
||||
h.Manager.UseTime();
|
||||
h.DrainPendingMotions();
|
||||
}
|
||||
|
||||
Assert.False(h.Manager.IsMovingTo());
|
||||
Assert.Single(h.StickToCalls);
|
||||
Assert.Equal((0x1000u, 0.5f, 1f), h.StickToCalls[0]);
|
||||
Assert.Single(h.MoveToCompleteCalls);
|
||||
Assert.Equal(WeenieError.None, h.MoveToCompleteCalls[0]);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,154 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V2 — scripted end-to-end table drive (r4-port-plan.md §3 V2 test
|
||||
/// list): positions fed per tick -> expected node pops + dispatched motion
|
||||
/// ids/hold keys, including the run-to-walk demote as the mover closes to
|
||||
/// within <c>WalkRunThreshhold</c> of the target — the exact R3 visual-pass
|
||||
/// expected-diff this closes ("auto-walk-at-run walk-pace legs (R4)").
|
||||
/// </summary>
|
||||
public sealed class MoveToManagerEndToEndTableDriveTests
|
||||
{
|
||||
[Fact]
|
||||
public void ChaseSequence_TurnFirst_ThenRun_ThenDemoteToWalk_ThenArrive()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 0f; // facing NORTH; target is due EAST -> a turn-to-face node is required first.
|
||||
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f, WalkRunThreshhold = 15f, UseSpheres = false };
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(100f, 0f, 0f), Quaternion.Identity), p);
|
||||
|
||||
// Step 1: node plan = [TurnToHeading(90), MoveToPosition]. Heading
|
||||
// diff (0->90) is large -> BeginTurnToHeading armed a real turn
|
||||
// (not the "already there" early-out).
|
||||
Assert.Equal(2, System.Linq.Enumerable.Count(h.Manager.PendingActions));
|
||||
Assert.Equal(MotionCommand.TurnRight, h.Manager.CurrentCommand);
|
||||
h.DrainPendingMotions();
|
||||
|
||||
// Step 2: the turn completes (heading snaps to 90 via
|
||||
// HandleTurnToHeading's arrival branch) -> BeginNextNode pops to the
|
||||
// MoveToPosition node -> BeginMoveForward dispatches. Far from the
|
||||
// target (100 units, minus threshold 15 well exceeded) -> RunForward.
|
||||
h.Heading = 91f; // "passed" 90
|
||||
h.Manager.HandleTurnToHeading();
|
||||
h.DrainPendingMotions();
|
||||
|
||||
Assert.Equal(MovementType.MoveToPosition, h.Manager.MovementTypeState);
|
||||
Assert.Single(h.Manager.PendingActions);
|
||||
Assert.Equal(MotionCommand.RunForward, h.ForwardCommand);
|
||||
Assert.Equal(HoldKey.Run, h.Manager.Params.HoldKeyToApply);
|
||||
|
||||
// Step 3: close the distance to just inside the walk/run threshold.
|
||||
// Phase 2 of HandleMoveToPosition doesn't re-run get_command; only
|
||||
// BeginMoveForward does (dispatched once per node, on arm) — so the
|
||||
// walk-demote re-evaluation requires a fresh moveto issue. Route it
|
||||
// through PerformMovement (NOT a direct MoveToPosition call) — this
|
||||
// is the retail-faithful re-issue shape (§3a: cancel current +
|
||||
// unstick FIRST, THEN dispatch) and avoids stacking a stale node
|
||||
// onto the still-populated queue the way a bare second
|
||||
// MoveToPosition call would (MoveToPosition itself does not drain;
|
||||
// only PerformMovement's CancelMoveTo call does).
|
||||
h.WorldPosition = new Position(1u, new Vector3(90f, 0f, 0f), Quaternion.Identity); // 10 units from target
|
||||
h.Heading = 90f; // already facing it
|
||||
var pClose = new MovementParameters { DistanceToObject = 0.6f, WalkRunThreshhold = 15f, UseSpheres = false };
|
||||
h.Manager.PerformMovement(new MovementStruct
|
||||
{
|
||||
Type = MovementType.MoveToPosition,
|
||||
Pos = new Position(1u, new Vector3(100f, 0f, 0f), Quaternion.Identity),
|
||||
Params = pClose,
|
||||
});
|
||||
// PerformMovement's CancelMoveTo (§3a) stops the in-flight motion
|
||||
// FIRST, which itself enqueues a pending_motions node -- so
|
||||
// BeginTurnToHeading's wait-for-anims gate (§4d) defers the "already
|
||||
// facing it" early-out to the NEXT drain, not synchronously inside
|
||||
// this call. Drain twice: once for the cancel's own stop dispatch,
|
||||
// once more for whatever BeginTurnToHeading/BeginMoveForward issues
|
||||
// once armed.
|
||||
h.DrainPendingMotions();
|
||||
h.Manager.BeginNextNode(); // re-check the head node now that anims have drained
|
||||
h.DrainPendingMotions();
|
||||
|
||||
Assert.Single(h.Manager.PendingActions); // the stale queue was drained by PerformMovement's CancelMoveTo; the "already facing it" turn completed instantly once anims cleared.
|
||||
|
||||
// dist=10, dto=0.6 -> dist-dto=9.4 <= 15 -> WALK.
|
||||
Assert.Equal(MotionCommand.WalkForward, h.ForwardCommand);
|
||||
Assert.Equal(HoldKey.None, h.Manager.Params.HoldKeyToApply);
|
||||
|
||||
// Step 4: arrive.
|
||||
h.WorldPosition = new Position(1u, new Vector3(99.7f, 0f, 0f), Quaternion.Identity);
|
||||
h.Advance(2.0);
|
||||
h.Manager.HandleMoveToPosition();
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
Assert.Empty(h.Manager.PendingActions);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FleeSequence_WalksBackward_InsideMinBand_ArrivesWhenFarEnough()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, new Vector3(3f, 0f, 0f), Quaternion.Identity);
|
||||
h.Heading = 270f; // facing the threat (target) which is behind at origin -- WalkBackward needs no turn.
|
||||
|
||||
// towards_and_away band: dist(3) inside [MinDistance(5)... wait need
|
||||
// dist < min for the inside-band WalkBackward pick]. Use MinDistance
|
||||
// 5 with mover at distance 3 from the target (origin) -> inside
|
||||
// band -> WalkBackward, no turn node queued (§5d asymmetry).
|
||||
var p = new MovementParameters { MoveTowards = true, MoveAway = true, MinDistance = 5f, DistanceToObject = 8f, UseSpheres = false };
|
||||
h.Manager.MoveToPosition(new Position(1u, Vector3.Zero, Quaternion.Identity), p);
|
||||
|
||||
Assert.True(h.Manager.MovingAway);
|
||||
Assert.Equal(MotionCommand.WalkBackward, h.Manager.CurrentCommand); // pre-adjust id (get_command's own return)
|
||||
// adjust_motion normalizes WalkBackward -> WalkForward with a
|
||||
// negative BackwardsFactor-scaled speed, dispatched as ForwardCommand.
|
||||
Assert.Equal(MotionCommand.WalkForward, h.ForwardCommand);
|
||||
Assert.True(h.ForwardSpeed < 0f);
|
||||
h.DrainPendingMotions();
|
||||
|
||||
// Flee to distance 6 (>= MinDistance 5) -> arrived.
|
||||
h.WorldPosition = new Position(1u, new Vector3(6f, 0f, 0f), Quaternion.Identity);
|
||||
h.Advance(2.0);
|
||||
h.Manager.HandleMoveToPosition();
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TurnToObjectSequence_DeferredStart_ThenRetargetIgnored_ThenArrivesOnHeadingPass()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 0f;
|
||||
|
||||
const uint targetId = 0x5000CCCCu;
|
||||
h.Manager.TurnToObject(targetId, targetId, new MovementParameters());
|
||||
Assert.Empty(h.Manager.PendingActions); // deferred (§3d)
|
||||
|
||||
var target = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity); // heading 90
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(targetId, TargetStatus.Ok, target, target));
|
||||
|
||||
Assert.True(h.Manager.Initialized);
|
||||
Assert.Single(h.Manager.PendingActions);
|
||||
Assert.Equal(MotionCommand.TurnRight, h.Manager.CurrentCommand);
|
||||
h.DrainPendingMotions();
|
||||
|
||||
// Retarget while running: TurnToObject gets no handling (heading frozen).
|
||||
var target2 = new Position(1u, new Vector3(0f, 10f, 0f), Quaternion.Identity); // heading 0
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(targetId, TargetStatus.Ok, target2, target2));
|
||||
var soughtBefore = h.Manager.SoughtPosition;
|
||||
Assert.Equal(soughtBefore, h.Manager.SoughtPosition); // sanity: unchanged by its own read
|
||||
|
||||
// Complete the turn toward the ORIGINAL (frozen) heading (90), not target2's.
|
||||
h.Heading = 91f;
|
||||
h.Manager.HandleTurnToHeading();
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
Assert.Equal(90f, h.Heading, 2); // snapped to the frozen heading, unaffected by the retarget.
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,158 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V2 — <c>HandleUpdateTarget</c> (<c>0052a7d0</c>, raw 307802-307867,
|
||||
/// decomp §6d): the P4 TargetTracker feed's deferred-start lifecycle
|
||||
/// (Initialized=false = the first callback vs true = an in-flight retarget),
|
||||
/// context/target-id filtering, self-target instant success, NoObject vs
|
||||
/// ObjectGone status handling, and the retarget progress-clock reset.
|
||||
/// </summary>
|
||||
public sealed class MoveToManagerHandleUpdateTargetTests
|
||||
{
|
||||
private const uint TargetId = 0x50004444u;
|
||||
|
||||
private static MoveToManagerHarness ArmMoveToObject(float ownRadius = 0.5f, float ownHeight = 2f)
|
||||
{
|
||||
var h = new MoveToManagerHarness { OwnRadius = ownRadius, OwnHeight = ownHeight };
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 0f;
|
||||
h.Manager.MoveToObject(TargetId, TargetId, radius: 1f, height: 2f, new MovementParameters());
|
||||
return h;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void IgnoresUpdate_ForADifferentTarget()
|
||||
{
|
||||
var h = ArmMoveToObject();
|
||||
var wrongTargetPos = new Position(1u, new Vector3(5f, 5f, 0f), Quaternion.Identity);
|
||||
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(0x59999999u, TargetStatus.Ok, wrongTargetPos, wrongTargetPos));
|
||||
|
||||
Assert.False(h.Manager.Initialized);
|
||||
Assert.Empty(h.Manager.PendingActions);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FirstCallback_NonOkStatus_CancelsAsNoObject()
|
||||
{
|
||||
var h = ArmMoveToObject();
|
||||
var pos = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(TargetId, TargetStatus.ExitWorld, pos, pos));
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FirstCallback_OkStatus_BuildsNodePlan_SetsInitialized()
|
||||
{
|
||||
var h = ArmMoveToObject();
|
||||
var target = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity);
|
||||
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(TargetId, TargetStatus.Ok, target, target));
|
||||
|
||||
Assert.True(h.Manager.Initialized);
|
||||
Assert.NotEmpty(h.Manager.PendingActions);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FirstCallback_OrdinaryTarget_DoesNotFireMoveToComplete()
|
||||
{
|
||||
// MoveToObject's OWN self-target branch (§3b) already short-circuits
|
||||
// via CleanUp+StopCompletely BEFORE any HandleUpdateTarget ever
|
||||
// fires for a same-id target — so HandleUpdateTarget's self-target
|
||||
// instant-success path (§6d: "top_level_object_id ==
|
||||
// physics_obj->id") is reachable only in the deferred-start window,
|
||||
// and is covered by construction in
|
||||
// MoveToManagerNodePlanTests.MoveToObject_SelfTarget_*
|
||||
// (MoveToObject never even reaches SetTarget for a self-id, so the
|
||||
// callback path is dead in practice — retail's redundant guard).
|
||||
// This test isolates the ORDINARY path: MoveToComplete's only
|
||||
// trigger is CleanUpAndCallWeenie, never a plain node-plan build.
|
||||
var h = ArmMoveToObject();
|
||||
var target = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity);
|
||||
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(TargetId, TargetStatus.Ok, target, target));
|
||||
|
||||
Assert.Empty(h.MoveToCompleteCalls);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Retarget_NonOkStatus_CancelsAsObjectGone()
|
||||
{
|
||||
var h = ArmMoveToObject();
|
||||
var target = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity);
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(TargetId, TargetStatus.Ok, target, target));
|
||||
Assert.True(h.Manager.Initialized);
|
||||
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(TargetId, TargetStatus.ExitWorld, target, target));
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Retarget_UpdatesPositions_ResetsProgressClock_DoesNotRequeueNodes()
|
||||
{
|
||||
var h = ArmMoveToObject();
|
||||
var target1 = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity);
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(TargetId, TargetStatus.Ok, target1, target1));
|
||||
int nodeCountAfterFirst = System.Linq.Enumerable.Count(h.Manager.PendingActions);
|
||||
Assert.True(nodeCountAfterFirst > 0);
|
||||
|
||||
h.Advance(3.0); // simulate time passing, progress clock advanced by BeginMoveForward
|
||||
|
||||
var target2 = new Position(1u, new Vector3(20f, 5f, 0f), Quaternion.Identity);
|
||||
var interp2 = new Position(1u, new Vector3(19f, 5f, 0f), Quaternion.Identity);
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(TargetId, TargetStatus.Ok, target2, interp2));
|
||||
|
||||
Assert.Equal(target2, h.Manager.CurrentTargetPosition);
|
||||
Assert.Equal(interp2, h.Manager.SoughtPosition);
|
||||
Assert.Equal(float.MaxValue, h.Manager.PreviousDistance);
|
||||
Assert.Equal(float.MaxValue, h.Manager.OriginalDistance);
|
||||
|
||||
// Node count unchanged by the retarget itself (no requeue) — the
|
||||
// running MoveToPosition node keeps steering toward the moved
|
||||
// CurrentTargetPosition on its own next tick.
|
||||
Assert.Equal(nodeCountAfterFirst, System.Linq.Enumerable.Count(h.Manager.PendingActions));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Retarget_TurnToObject_GetsNoRetargetHandling_HeadingFrozen()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 0f;
|
||||
h.Manager.TurnToObject(TargetId, TargetId, new MovementParameters());
|
||||
|
||||
var target1 = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity); // heading 90
|
||||
h.Manager.TurnToObject_Internal(target1); // first callback (direct, mirrors deferred-start call shape)
|
||||
Assert.True(h.Manager.Initialized);
|
||||
var soughtAfterFirst = h.Manager.SoughtPosition;
|
||||
|
||||
// A retarget-shaped HandleUpdateTarget call for a TurnToObject
|
||||
// manager: since Initialized is already true, this takes the
|
||||
// "retarget" branch, which only updates state for MoveToObject —
|
||||
// TurnToObject gets NO handling at all (decomp §6d note).
|
||||
var target2 = new Position(1u, new Vector3(0f, 10f, 0f), Quaternion.Identity); // heading 0
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(TargetId, TargetStatus.Ok, target2, target2));
|
||||
|
||||
Assert.Equal(soughtAfterFirst, h.Manager.SoughtPosition); // untouched
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NoPhysicsObj_CancelsWithNoPhysicsObjectCode()
|
||||
{
|
||||
var h = ArmMoveToObject();
|
||||
h.Manager.HasPhysicsObj = false;
|
||||
|
||||
var target = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity);
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(TargetId, TargetStatus.Ok, target, target));
|
||||
|
||||
Assert.False(h.Manager.IsMovingTo());
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,100 @@
|
|||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V2 — <c>MoveToManager</c> construction / <c>InitializeLocalVariables</c>
|
||||
/// (<c>00529250</c>, raw 306490-306534) / <c>Destroy</c> (<c>005294b0</c>) /
|
||||
/// <c>is_moving_to</c> (<c>00529220</c>). Per r4-moveto-decomp.md §1: the ctor
|
||||
/// zeroes the FLAGS WORD + context_id only (NOT ACE's A2/A3 full-struct-reset
|
||||
/// transposition — scalar param fields keep stale values since every entry
|
||||
/// point copies all ten fields anyway), resets both progress-clock pairs to
|
||||
/// FLT_MAX/now, and resets Sought/CurrentTarget positions but NOT
|
||||
/// StartingPosition.
|
||||
/// </summary>
|
||||
public sealed class MoveToManagerLifecycleTests
|
||||
{
|
||||
[Fact]
|
||||
public void FreshManager_MovementTypeIsInvalid()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
Assert.False(h.Manager.IsMovingTo());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FreshManager_ProgressClocksAreFltMax()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
Assert.Equal(float.MaxValue, h.Manager.PreviousDistance);
|
||||
Assert.Equal(float.MaxValue, h.Manager.OriginalDistance);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FreshManager_BitfieldFlagsAllClear_ScalarsUntouchedByCtorReset()
|
||||
{
|
||||
// InitializeLocalVariables clears ONLY the bitfield + context_id.
|
||||
// The scalar fields (DistanceToObject etc.) are NOT part of that
|
||||
// clear — but since Params starts as `new MovementParameters()`
|
||||
// (retail ctor defaults), the scalars already hold their defaults
|
||||
// here; the "stale values survive InitializeLocalVariables" claim is
|
||||
// exercised by MoveToManagerCancelAndCleanupTests (a scalar surviving
|
||||
// a CleanUp/InitializeLocalVariables round-trip after being changed
|
||||
// by an entry point).
|
||||
var h = new MoveToManagerHarness();
|
||||
Assert.False(h.Manager.Params.CanWalk);
|
||||
Assert.False(h.Manager.Params.CanRun);
|
||||
Assert.False(h.Manager.Params.MoveTowards);
|
||||
Assert.False(h.Manager.Params.CancelMoveTo);
|
||||
Assert.Equal(0u, h.Manager.Params.ContextId);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FreshManager_SoughtPositionAndCurrentTargetAreIdentityFrameAtCellZero()
|
||||
{
|
||||
// NOT default(Position) — default(Quaternion) is the ZERO
|
||||
// quaternion, not identity. Retail resets to a genuine identity
|
||||
// frame (decomp §1c) at cell id 0.
|
||||
var h = new MoveToManagerHarness();
|
||||
var expected = new Position(0u, System.Numerics.Vector3.Zero, System.Numerics.Quaternion.Identity);
|
||||
Assert.Equal(expected, h.Manager.SoughtPosition);
|
||||
Assert.Equal(expected, h.Manager.CurrentTargetPosition);
|
||||
Assert.Equal(0f, MoveToMath.GetHeading(h.Manager.SoughtPosition.Frame.Orientation));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FreshManager_PendingActionsEmpty()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
Assert.Empty(h.Manager.PendingActions);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Destroy_DrainsPendingActions_ThenReInitializes()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Manager.AddMoveToPositionNode();
|
||||
h.Manager.AddTurnToHeadingNode(90f);
|
||||
Assert.Equal(2, System.Linq.Enumerable.Count(h.Manager.PendingActions));
|
||||
|
||||
h.Manager.Destroy();
|
||||
|
||||
Assert.Empty(h.Manager.PendingActions);
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void IsMovingTo_TrueAfterMoveToPosition_FalseAfterCancel()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Manager.MoveToPosition(new Position(1u, new System.Numerics.Vector3(10f, 0f, 0f), System.Numerics.Quaternion.Identity), new MovementParameters());
|
||||
|
||||
Assert.True(h.Manager.IsMovingTo());
|
||||
|
||||
h.Manager.CancelMoveTo(WeenieError.ActionCancelled);
|
||||
|
||||
Assert.False(h.Manager.IsMovingTo());
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,306 @@
|
|||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V2 — node-plan goldens for each movement type. Per r4-moveto-decomp.md
|
||||
/// §3c (MoveToPosition), §6f (MoveToObject_Internal), §3e (TurnToHeading),
|
||||
/// §6g (TurnToObject_Internal): the SHAPE of <c>pending_actions</c> right
|
||||
/// after the entry point (deferred moves) or the internal builder (object
|
||||
/// moves, first target callback) runs.
|
||||
/// </summary>
|
||||
public sealed class MoveToManagerNodePlanTests
|
||||
{
|
||||
// ── MoveToPosition (§3c): [TurnToHeading(face)] → [MoveToPosition] ────
|
||||
|
||||
[Fact]
|
||||
public void MoveToPosition_NeedsMotion_QueuesTurnThenMove()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 0f;
|
||||
|
||||
// Target due east (+X) -> heading 90. Far enough that get_command
|
||||
// says motion is needed (default DistanceToObject=0.6).
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity), new MovementParameters());
|
||||
|
||||
var nodes = h.Manager.PendingActions.ToList();
|
||||
Assert.Equal(2, nodes.Count);
|
||||
Assert.Equal(MovementType.TurnToHeading, nodes[0].Type);
|
||||
Assert.Equal(90f, nodes[0].Heading, 2);
|
||||
Assert.Equal(MovementType.MoveToPosition, nodes[1].Type);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MoveToPosition_AlreadyInRange_NoMotionNodesQueued()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
|
||||
// Target within default DistanceToObject (0.6) -> get_command idles.
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(0.1f, 0f, 0f), Quaternion.Identity), new MovementParameters());
|
||||
|
||||
Assert.Empty(h.Manager.PendingActions);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MoveToPosition_UseFinalHeading_AppendsAbsoluteFinalTurnNode()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
|
||||
var p = new MovementParameters { UseFinalHeading = true, DesiredHeading = 270f };
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity), p);
|
||||
|
||||
var nodes = h.Manager.PendingActions.ToList();
|
||||
// Turn-to-face(90) -> MoveToPosition -> Turn-to-final(270, ABSOLUTE).
|
||||
Assert.Equal(3, nodes.Count);
|
||||
Assert.Equal(MovementType.TurnToHeading, nodes[2].Type);
|
||||
Assert.Equal(270f, nodes[2].Heading, 2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MoveToPosition_UseFinalHeadingOnly_NoMotionNeeded_QueuesOnlyFinalTurn()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
|
||||
var p = new MovementParameters { UseFinalHeading = true, DesiredHeading = 45f };
|
||||
// Already in range -> no move/turn-to-face nodes, only the final turn.
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(0.1f, 0f, 0f), Quaternion.Identity), p);
|
||||
|
||||
var nodes = h.Manager.PendingActions.ToList();
|
||||
Assert.Single(nodes);
|
||||
Assert.Equal(MovementType.TurnToHeading, nodes[0].Type);
|
||||
Assert.Equal(45f, nodes[0].Heading, 2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MoveToPosition_ClearsStickyBit_EvenIfArgumentRequestedIt()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
var p = new MovementParameters { Sticky = true };
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(0.1f, 0f, 0f), Quaternion.Identity), p);
|
||||
|
||||
Assert.False(h.Manager.Params.Sticky);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MoveToPosition_MovementTypeAndStartingPositionSet()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(2u, new Vector3(1f, 2f, 3f), Quaternion.Identity);
|
||||
|
||||
// Distance 10 (> default DistanceToObject 0.6) so the move plan
|
||||
// actually queues motion and MovementTypeState stays MoveToPosition
|
||||
// instead of completing instantly via the empty-queue BeginNextNode
|
||||
// path (see MoveToPosition_AlreadyInRange_NoMotionNodesQueued for
|
||||
// that degenerate case).
|
||||
h.Manager.MoveToPosition(new Position(2u, new Vector3(1f, 12f, 3f), Quaternion.Identity), new MovementParameters());
|
||||
|
||||
Assert.Equal(MovementType.MoveToPosition, h.Manager.MovementTypeState);
|
||||
Assert.Equal(h.WorldPosition, h.Manager.StartingPosition);
|
||||
}
|
||||
|
||||
// ── TurnToHeading (§3e): ONE node, immediate BeginNextNode ─────────────
|
||||
|
||||
[Fact]
|
||||
public void TurnToHeading_QueuesExactlyOneNode_WithDesiredHeading()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Heading = 0f;
|
||||
|
||||
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 123f });
|
||||
|
||||
var nodes = h.Manager.PendingActions.ToList();
|
||||
// BeginNextNode ran immediately and BeginTurnToHeading may have
|
||||
// already popped the node if heading matched (it won't here — 123
|
||||
// != 0), so the node should still be present as "in flight" (its
|
||||
// dispatch doesn't remove it — only arrival does). We assert via
|
||||
// CurrentCommand instead of raw queue count, since BeginNextNode
|
||||
// does run synchronously.
|
||||
Assert.Equal(MovementType.TurnToHeading, h.Manager.MovementTypeState);
|
||||
Assert.NotEqual(0u, h.Manager.CurrentCommand);
|
||||
Assert.Single(nodes);
|
||||
Assert.Equal(123f, nodes[0].Heading, 2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TurnToHeading_ClearsStickyBit()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Manager.TurnToHeading(new MovementParameters { Sticky = true, DesiredHeading = 45f });
|
||||
Assert.False(h.Manager.Params.Sticky);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TurnToHeading_AlreadyFacingTarget_BeginNextNodeCompletesImmediately()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Heading = 90f;
|
||||
|
||||
// DesiredHeading == current heading -> BeginTurnToHeading's
|
||||
// "already there" branch pops + BeginNextNode -> empty queue,
|
||||
// non-sticky -> CleanUp + StopCompletely -> back to Invalid.
|
||||
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
Assert.Empty(h.Manager.PendingActions);
|
||||
Assert.True(h.StopCompletelyCalls >= 1);
|
||||
}
|
||||
|
||||
// ── MoveToObject deferred start (§3b + §6f via HandleUpdateTarget) ─────
|
||||
|
||||
[Fact]
|
||||
public void MoveToObject_NoNodesQueuedUntilTargetCallback()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Manager.MoveToObject(objectId: 0x50002222u, topLevelId: 0x50002222u, radius: 1f, height: 2f, new MovementParameters());
|
||||
|
||||
Assert.Empty(h.Manager.PendingActions);
|
||||
Assert.Equal(MovementType.MoveToObject, h.Manager.MovementTypeState);
|
||||
Assert.False(h.Manager.Initialized);
|
||||
Assert.Single(h.SetTargetCalls);
|
||||
Assert.Equal((0u, 0x50002222u, 0.5f, 0.0), h.SetTargetCalls[0]);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MoveToObject_PreservesStickyBit_UnlikePositionMoves()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
var p = new MovementParameters { Sticky = true };
|
||||
h.Manager.MoveToObject(0x50002222u, 0x50002222u, 1f, 2f, p);
|
||||
|
||||
Assert.True(h.Manager.Params.Sticky);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MoveToObject_FirstTargetCallback_BuildsNodePlanViaInternal()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 0f;
|
||||
|
||||
h.Manager.MoveToObject(0x50002222u, 0x50002222u, radius: 0.5f, height: 2f, new MovementParameters());
|
||||
|
||||
var target = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity);
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(0x50002222u, TargetStatus.Ok, target, target));
|
||||
|
||||
Assert.True(h.Manager.Initialized);
|
||||
var nodes = h.Manager.PendingActions.ToList();
|
||||
Assert.Equal(2, nodes.Count);
|
||||
Assert.Equal(MovementType.TurnToHeading, nodes[0].Type);
|
||||
Assert.Equal(90f, nodes[0].Heading, 2);
|
||||
Assert.Equal(MovementType.MoveToPosition, nodes[1].Type);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MoveToObject_UseFinalHeading_RelativeToInterpolatedHeading()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 0f;
|
||||
|
||||
var p = new MovementParameters { UseFinalHeading = true, DesiredHeading = 10f };
|
||||
h.Manager.MoveToObject(0x50002222u, 0x50002222u, 0.5f, 2f, p);
|
||||
|
||||
var target = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity); // heading 90
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(0x50002222u, TargetStatus.Ok, target, target));
|
||||
|
||||
var nodes = h.Manager.PendingActions.ToList();
|
||||
Assert.Equal(3, nodes.Count);
|
||||
// RELATIVE: iHeading(90) + desired(10) = 100 -- unlike MoveToPosition's absolute form.
|
||||
Assert.Equal(100f, nodes[2].Heading, 2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MoveToObject_SelfTarget_CleansUpImmediately_NoSetTarget()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Manager.MoveToObject(h.SelfId, h.SelfId, 1f, 2f, new MovementParameters());
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
Assert.Empty(h.SetTargetCalls);
|
||||
}
|
||||
|
||||
// ── TurnToObject deferred start (§3d + §6g) ────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void TurnToObject_NoNodesQueuedUntilTargetCallback()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Manager.TurnToObject(0x50003333u, 0x50003333u, new MovementParameters());
|
||||
|
||||
Assert.Empty(h.Manager.PendingActions);
|
||||
Assert.False(h.Manager.Initialized);
|
||||
Assert.Single(h.SetTargetCalls);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TurnToObject_FirstCallback_QueuesExactlyOneTurnNode_FacingObject()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 0f; // already facing north — target due EAST forces an actual turn to queue.
|
||||
|
||||
// DesiredHeading is clobbered (§3d quirk) — it should NOT appear in
|
||||
// the final node heading; the final heading is purely "face the
|
||||
// object" (soughtHeading is 0 for a fresh manager).
|
||||
h.Manager.TurnToObject(0x50003333u, 0x50003333u, new MovementParameters { DesiredHeading = 200f });
|
||||
|
||||
var target = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity); // heading 90 (east)
|
||||
h.Manager.TurnToObject_Internal(target);
|
||||
|
||||
var nodes = h.Manager.PendingActions.ToList();
|
||||
Assert.Single(nodes);
|
||||
Assert.Equal(MovementType.TurnToHeading, nodes[0].Type);
|
||||
Assert.Equal(90f, nodes[0].Heading, 2); // face-the-object (east), NOT 200
|
||||
Assert.True(h.Manager.Initialized);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TurnToObject_FirstCallback_AlreadyFacingObject_CompletesImmediately()
|
||||
{
|
||||
// When soughtHeading(0) + targetHeading already equals the current
|
||||
// heading, BeginTurnToHeading's "already there" branch consumes the
|
||||
// node on the SAME call — the queue is empty by the time
|
||||
// TurnToObject_Internal returns, but the manager still passed
|
||||
// through Initialized=true and the CleanUp/StopCompletely tail.
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 0f;
|
||||
|
||||
h.Manager.TurnToObject(0x50003333u, 0x50003333u, new MovementParameters());
|
||||
var target = new Position(1u, new Vector3(0f, 10f, 0f), Quaternion.Identity); // heading 0 (north) — already facing it.
|
||||
h.Manager.TurnToObject_Internal(target);
|
||||
|
||||
Assert.Empty(h.Manager.PendingActions);
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TurnToObject_SelfTarget_CleansUpImmediately()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Manager.TurnToObject(h.SelfId, h.SelfId, new MovementParameters());
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
Assert.Empty(h.SetTargetCalls);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TurnToObject_StopCompletelyOnlyWhenBitSet()
|
||||
{
|
||||
var h1 = new MoveToManagerHarness();
|
||||
h1.Manager.TurnToObject(0x50003333u, 0x50003333u, new MovementParameters { StopCompletelyFlag = false });
|
||||
Assert.Equal(0, h1.StopCompletelyCalls);
|
||||
|
||||
var h2 = new MoveToManagerHarness();
|
||||
h2.Manager.TurnToObject(0x50003333u, 0x50003333u, new MovementParameters { StopCompletelyFlag = true });
|
||||
Assert.Equal(1, h2.StopCompletelyCalls);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,295 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V2 — <c>BeginNextNode</c>'s sticky handoff (<c>00529cb0</c>, raw
|
||||
/// 307123-307171, decomp §4b) and <c>CancelMoveTo</c>
|
||||
/// (<c>00529930</c>, raw 306886-306940, decomp §7c) including the
|
||||
/// reentrancy invariant (r4-port-plan.md §4: CancelMoveTo →
|
||||
/// CleanUpAndCallWeenie → StopCompletely → InterruptCurrentMovement →
|
||||
/// CancelMoveTo no-ops on Invalid).
|
||||
/// </summary>
|
||||
public sealed class MoveToManagerStickyAndCancelTests
|
||||
{
|
||||
// ── Sticky handoff (§4b) — read BEFORE CleanUp, then StickTo ───────────
|
||||
|
||||
[Fact]
|
||||
public void StickyArrival_ReadsRadiusHeightTlidBeforeCleanUp_ThenCallsStickTo()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 0f;
|
||||
|
||||
var p = new MovementParameters { Sticky = true };
|
||||
h.Manager.MoveToObject(0x50005555u, 0x50005555u, radius: 1.5f, height: 2.5f, p);
|
||||
Assert.True(h.Manager.Params.Sticky); // preserved by MoveToObject (§3b)
|
||||
|
||||
var target = new Position(1u, new Vector3(0.1f, 0f, 0f), Quaternion.Identity); // inside default dto -> arrives instantly
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(0x50005555u, TargetStatus.Ok, target, target));
|
||||
|
||||
Assert.Single(h.StickToCalls);
|
||||
Assert.Equal((0x50005555u, 1.5f, 2.5f), h.StickToCalls[0]);
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState); // CleanUp ran
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NonStickyArrival_NoStickToCall_JustCleanUpAndStop()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 0f;
|
||||
|
||||
var p = new MovementParameters { Sticky = false };
|
||||
h.Manager.MoveToObject(0x50005555u, 0x50005555u, radius: 1.5f, height: 2.5f, p);
|
||||
|
||||
var target = new Position(1u, new Vector3(0.1f, 0f, 0f), Quaternion.Identity);
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(0x50005555u, TargetStatus.Ok, target, target));
|
||||
|
||||
Assert.Empty(h.StickToCalls);
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MoveToPosition_NeverSticks_EvenIfRequested()
|
||||
{
|
||||
// §3c: MoveToPosition force-clears the sticky bit — so even an
|
||||
// arrival that WOULD have stuck (had it been an object move) just
|
||||
// completes plainly.
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 0f;
|
||||
|
||||
var p = new MovementParameters { Sticky = true, DistanceToObject = 0.6f, UseSpheres = false };
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(0.1f, 0f, 0f), Quaternion.Identity), p); // already in range -> instant complete
|
||||
|
||||
Assert.Empty(h.StickToCalls);
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void StickyHandoff_UsesSoughtRadiusHeight_NotOwnRadiusHeight()
|
||||
{
|
||||
var h = new MoveToManagerHarness { OwnRadius = 99f, OwnHeight = 99f };
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
|
||||
var p = new MovementParameters { Sticky = true };
|
||||
h.Manager.MoveToObject(0x50006666u, 0x50006666u, radius: 3f, height: 4f, p);
|
||||
|
||||
var target = new Position(1u, new Vector3(0.1f, 0f, 0f), Quaternion.Identity);
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(0x50006666u, TargetStatus.Ok, target, target));
|
||||
|
||||
Assert.Equal((0x50006666u, 3f, 4f), h.StickToCalls[0]); // the TARGET's radius/height, not the mover's own.
|
||||
}
|
||||
|
||||
// ── CancelMoveTo (§7c) — drain + CleanUp + Stop; reentrancy ────────────
|
||||
|
||||
[Fact]
|
||||
public void CancelMoveTo_OnInvalidState_IsANoOp()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
|
||||
h.Manager.CancelMoveTo(WeenieError.ActionCancelled);
|
||||
|
||||
Assert.Equal(0, h.StopCompletelyCalls); // no-op: never even called StopCompletely
|
||||
Assert.Equal(0, h.ClearTargetCalls);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CancelMoveTo_DrainsPendingActions()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
|
||||
Assert.NotEmpty(h.Manager.PendingActions);
|
||||
|
||||
h.Manager.CancelMoveTo(WeenieError.ActionCancelled);
|
||||
|
||||
Assert.Empty(h.Manager.PendingActions);
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CancelMoveTo_ErrorArgument_NeverReadInBody_SameBehaviorForAnyCode()
|
||||
{
|
||||
// §7c: the WeenieError arg is NEVER read — every code produces
|
||||
// identical observable behavior (drain + CleanUp + Stop).
|
||||
var h1 = new MoveToManagerHarness();
|
||||
h1.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h1.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
|
||||
h1.Manager.CancelMoveTo(WeenieError.YouChargedTooFar);
|
||||
|
||||
var h2 = new MoveToManagerHarness();
|
||||
h2.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h2.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
|
||||
h2.Manager.CancelMoveTo(WeenieError.NoObject);
|
||||
|
||||
Assert.Equal(h1.Manager.MovementTypeState, h2.Manager.MovementTypeState);
|
||||
Assert.Equal(h1.StopCompletelyCalls, h2.StopCompletelyCalls);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CancelMoveTo_ClearsTarget_ForObjectMoves()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Manager.MoveToObject(0x50007777u, 0x50007777u, 1f, 2f, new MovementParameters());
|
||||
Assert.Single(h.SetTargetCalls);
|
||||
|
||||
h.Manager.CancelMoveTo(WeenieError.ActionCancelled);
|
||||
|
||||
Assert.Equal(1, h.ClearTargetCalls);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CancelMoveTo_DoesNotClearTarget_ForPositionMoves()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
|
||||
|
||||
h.Manager.CancelMoveTo(WeenieError.ActionCancelled);
|
||||
|
||||
Assert.Equal(0, h.ClearTargetCalls); // TopLevelObjectId is 0 for a position move -> the clear_target gate never fires.
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Reentrancy_StopCompletelyCallback_ReenteringCancelMoveTo_NoOps()
|
||||
{
|
||||
// r4-port-plan.md §4 reentrancy invariant: the StopCompletely tail
|
||||
// of CancelMoveTo/CleanUpAndCallWeenie can re-enter
|
||||
// InterruptCurrentMovement -> CancelMoveTo (this is exactly what
|
||||
// happens in production: MotionInterpreter.StopCompletely()
|
||||
// invokes InterruptCurrentMovement, which V5 binds to
|
||||
// entity.MoveTo.CancelMoveTo). This must no-op because CleanUp
|
||||
// already reset movement_type to Invalid BEFORE StopCompletely
|
||||
// runs. Wire the reentrant callback DIRECTLY (bypassing the shared
|
||||
// harness, which doesn't expose this seam post-construction) to
|
||||
// prove the invariant against the real CancelMoveTo/CleanUp
|
||||
// ordering.
|
||||
var interp = new MotionInterpreter();
|
||||
var body = new PhysicsBody { TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable | TransientStateFlags.Active };
|
||||
interp.PhysicsObj = body;
|
||||
|
||||
Position worldPosition = new(1u, Vector3.Zero, Quaternion.Identity);
|
||||
int stopCompletelyCalls = 0;
|
||||
int reentrantCancelCalls = 0;
|
||||
MoveToManager? mgr = null;
|
||||
|
||||
mgr = new MoveToManager(
|
||||
interp,
|
||||
stopCompletely: () =>
|
||||
{
|
||||
stopCompletely_body();
|
||||
},
|
||||
getPosition: () => worldPosition,
|
||||
getHeading: () => 0f,
|
||||
setHeading: (h, send) => { },
|
||||
getOwnRadius: () => 0.5f,
|
||||
getOwnHeight: () => 2f,
|
||||
contact: () => true,
|
||||
isInterpolating: () => false,
|
||||
getVelocity: () => Vector3.Zero,
|
||||
getSelfId: () => 0x50000001u,
|
||||
setTarget: (a, b, c, d) => { },
|
||||
clearTarget: () => { },
|
||||
getTargetQuantum: () => 0.0,
|
||||
setTargetQuantum: q => { });
|
||||
|
||||
void stopCompletely_body()
|
||||
{
|
||||
stopCompletelyCalls++;
|
||||
// Re-enter: exactly the retail chain
|
||||
// interp.StopCompletely() -> InterruptCurrentMovement?.Invoke()
|
||||
// -> entity.MoveTo.CancelMoveTo(ActionCancelled) (V5 binding).
|
||||
reentrantCancelCalls++;
|
||||
mgr!.CancelMoveTo(WeenieError.ActionCancelled);
|
||||
}
|
||||
|
||||
mgr.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
|
||||
int stopCallsAfterArm = stopCompletelyCalls; // MoveToPosition's own unconditional stop (§3c) — 1 call, no reentrancy (MovementTypeState was already Invalid before this call started, so its OWN reentrant CancelMoveTo-from-StopCompletely no-ops too).
|
||||
|
||||
mgr.CancelMoveTo(WeenieError.ActionCancelled);
|
||||
|
||||
// CancelMoveTo's own StopCompletely fires exactly once more (its
|
||||
// reentrant CancelMoveTo call finds MovementTypeState already
|
||||
// Invalid — CleanUp ran first — so it no-ops and does NOT trigger a
|
||||
// THIRD StopCompletely call).
|
||||
Assert.Equal(stopCallsAfterArm + 1, stopCompletelyCalls);
|
||||
Assert.Equal(2, reentrantCancelCalls); // one from MoveToPosition's own stop, one from CancelMoveTo's stop
|
||||
Assert.Equal(MovementType.Invalid, mgr.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CleanUpAndCallWeenie_FiresMoveToComplete_WithGivenError()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
|
||||
|
||||
h.Manager.CleanUpAndCallWeenie(WeenieError.None);
|
||||
|
||||
Assert.Single(h.MoveToCompleteCalls);
|
||||
Assert.Equal(WeenieError.None, h.MoveToCompleteCalls[0]);
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CleanUpAndCallWeenie_Ordering_MovementTypeAlreadyInvalid_WhenStopCompletelyFires()
|
||||
{
|
||||
// §7e: CleanUpAndCallWeenie = CleanUp() THEN StopCompletely() —
|
||||
// reentrancy-safe ordering (the same ordering CancelMoveTo uses).
|
||||
// Directly observe MovementTypeState AT THE MOMENT StopCompletely
|
||||
// is invoked by wiring a probe into the seam.
|
||||
var interp = new MotionInterpreter();
|
||||
var body = new PhysicsBody { TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable | TransientStateFlags.Active };
|
||||
interp.PhysicsObj = body;
|
||||
Position worldPosition = new(1u, Vector3.Zero, Quaternion.Identity);
|
||||
MovementType? stateDuringStopCompletely = null;
|
||||
MoveToManager? mgr = null;
|
||||
|
||||
mgr = new MoveToManager(
|
||||
interp,
|
||||
stopCompletely: () => stateDuringStopCompletely = mgr!.MovementTypeState,
|
||||
getPosition: () => worldPosition,
|
||||
getHeading: () => 0f,
|
||||
setHeading: (h, send) => { },
|
||||
getOwnRadius: () => 0.5f,
|
||||
getOwnHeight: () => 2f,
|
||||
contact: () => true,
|
||||
isInterpolating: () => false,
|
||||
getVelocity: () => Vector3.Zero,
|
||||
getSelfId: () => 0x50000001u,
|
||||
setTarget: (a, b, c, d) => { },
|
||||
clearTarget: () => { },
|
||||
getTargetQuantum: () => 0.0,
|
||||
setTargetQuantum: q => { });
|
||||
|
||||
mgr.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
|
||||
|
||||
mgr.CleanUpAndCallWeenie(WeenieError.None);
|
||||
|
||||
Assert.Equal(MovementType.Invalid, stateDuringStopCompletely);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CleanUp_StopsCurrentAndAuxCommands_ClearsTargetForObjectMoves_ThenReinitializes()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Manager.MoveToObject(0x50008888u, 0x50008888u, 1f, 2f, new MovementParameters());
|
||||
var target = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity);
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(0x50008888u, TargetStatus.Ok, target, target));
|
||||
Assert.NotEqual(0u, h.Manager.CurrentCommand);
|
||||
|
||||
h.Manager.CleanUp();
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
Assert.Equal(1, h.ClearTargetCalls);
|
||||
Assert.Equal(0u, h.Manager.CurrentCommand);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,138 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V2 — shared scripted fake interp-sink/provider harness for
|
||||
/// <see cref="MoveToManager"/> conformance tests (r4-port-plan.md §3 V2:
|
||||
/// "Use a scripted fake interp-sink/provider harness — NO real sequencer
|
||||
/// needed; the manager drives the interp seams; assert the call sequences
|
||||
/// + state"). Wraps a REAL <see cref="MotionInterpreter"/> bound to a
|
||||
/// minimal always-grounded <see cref="PhysicsBody"/> (so
|
||||
/// <c>_DoMotion</c>/<c>_StopMotion</c>'s <c>adjust_motion</c> +
|
||||
/// <c>DoInterpretedMotion</c>/<c>StopInterpretedMotion</c> chain runs for
|
||||
/// real, dispatch treated as always-succeeding since no
|
||||
/// <see cref="IInterpretedMotionSink"/> is wired — matching
|
||||
/// <c>DoInterpretedMotion</c>'s documented null-sink posture), and exposes
|
||||
/// every <see cref="MoveToManager"/> ctor seam as a mutable, inspectable
|
||||
/// field so tests can script position/heading/contact/target-tracker
|
||||
/// behavior and assert on call sequences.
|
||||
/// </summary>
|
||||
internal sealed class MoveToManagerHarness
|
||||
{
|
||||
public readonly MotionInterpreter Interp = new();
|
||||
public readonly PhysicsBody Body = new();
|
||||
|
||||
/// <summary>Scripted world position + cell (defaults to cell 1, origin).</summary>
|
||||
public Position WorldPosition = new(1u, Vector3.Zero, Quaternion.Identity);
|
||||
|
||||
/// <summary>Scripted compass heading, degrees (P5 convention).</summary>
|
||||
public float Heading;
|
||||
|
||||
/// <summary>Records every <c>SetHeading(heading, send)</c> call.</summary>
|
||||
public readonly List<(float Heading, bool Send)> SetHeadingCalls = new();
|
||||
|
||||
public float OwnRadius = 0.5f;
|
||||
public float OwnHeight = 2.0f;
|
||||
|
||||
public bool ContactValue = true;
|
||||
public bool IsInterpolatingValue;
|
||||
public Vector3 Velocity = Vector3.Zero;
|
||||
|
||||
public uint SelfId = 0x50000001u;
|
||||
|
||||
/// <summary>Records every <c>StopCompletely()</c> call (count only —
|
||||
/// retail's <c>CPhysicsObj::StopCompletely</c> takes no args at this
|
||||
/// seam level).</summary>
|
||||
public int StopCompletelyCalls;
|
||||
|
||||
public readonly List<(uint ContextId, uint ObjectId, float Radius, double Quantum)> SetTargetCalls = new();
|
||||
public int ClearTargetCalls;
|
||||
public double TargetQuantum;
|
||||
public readonly List<double> SetTargetQuantumCalls = new();
|
||||
|
||||
public int UnstickCalls;
|
||||
public readonly List<(uint Tlid, float Radius, float Height)> StickToCalls = new();
|
||||
public readonly List<WeenieError> MoveToCompleteCalls = new();
|
||||
|
||||
/// <summary>Scripted clock — advances by <see cref="TickSeconds"/> only
|
||||
/// when a test calls <see cref="Tick"/>; reading <c>CurTime</c> alone
|
||||
/// (e.g. multiple reads within one manager call) does NOT advance it,
|
||||
/// matching retail's <c>Timer::cur_time</c> being a stable snapshot for
|
||||
/// the duration of one dispatch.</summary>
|
||||
public double CurTime;
|
||||
public const double TickSeconds = 1.0 / 30.0;
|
||||
|
||||
public readonly MoveToManager Manager;
|
||||
|
||||
public MoveToManagerHarness()
|
||||
{
|
||||
Interp.PhysicsObj = Body;
|
||||
Body.TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable | TransientStateFlags.Active;
|
||||
|
||||
Manager = new MoveToManager(
|
||||
Interp,
|
||||
stopCompletely: () => StopCompletelyCalls++,
|
||||
getPosition: () => WorldPosition,
|
||||
getHeading: () => Heading,
|
||||
setHeading: (h, send) => { SetHeadingCalls.Add((h, send)); Heading = h; },
|
||||
getOwnRadius: () => OwnRadius,
|
||||
getOwnHeight: () => OwnHeight,
|
||||
contact: () => ContactValue,
|
||||
isInterpolating: () => IsInterpolatingValue,
|
||||
getVelocity: () => Velocity,
|
||||
getSelfId: () => SelfId,
|
||||
setTarget: (ctx, obj, radius, quantum) => SetTargetCalls.Add((ctx, obj, radius, quantum)),
|
||||
clearTarget: () => ClearTargetCalls++,
|
||||
getTargetQuantum: () => TargetQuantum,
|
||||
setTargetQuantum: q => { TargetQuantum = q; SetTargetQuantumCalls.Add(q); },
|
||||
curTime: () => CurTime);
|
||||
|
||||
Manager.StickTo = (tlid, radius, height) => StickToCalls.Add((tlid, radius, height));
|
||||
Manager.MoveToComplete = err => MoveToCompleteCalls.Add(err);
|
||||
Manager.Unstick = () => UnstickCalls++;
|
||||
}
|
||||
|
||||
/// <summary>Advance the scripted clock by one physics tick (1/30 s).</summary>
|
||||
public void Tick() => CurTime += TickSeconds;
|
||||
|
||||
/// <summary>Advance the scripted clock by an arbitrary amount.</summary>
|
||||
public void Advance(double seconds) => CurTime += seconds;
|
||||
|
||||
/// <summary>
|
||||
/// Drains the REAL <see cref="MotionInterpreter"/>'s
|
||||
/// <c>pending_motions</c> queue via synthetic <c>MotionDone</c>
|
||||
/// callbacks — standing in for "the dispatched motion's animation-table
|
||||
/// cycle finished", which a live <c>AnimationSequencer</c>/
|
||||
/// <c>MotionTableManager</c> would signal in production. Every
|
||||
/// <c>_DoMotion</c>/<c>_StopMotion</c> call that succeeds enqueues a
|
||||
/// node (retail <c>AddToQueue</c>, decomp's <c>DoInterpretedMotion</c>
|
||||
/// body); without draining, <see cref="MotionInterpreter.MotionsPending"/>
|
||||
/// stays true forever in this bare harness, which would wedge
|
||||
/// <see cref="MoveToManager.BeginTurnToHeading"/>'s wait-for-anims gate
|
||||
/// and <see cref="MoveToManager.HandleMoveToPosition"/> Phase 1's
|
||||
/// "animating, stop aux" branch permanently. Call after any manager
|
||||
/// method that dispatches a motion, before asserting on the NEXT tick's
|
||||
/// behavior.
|
||||
/// </summary>
|
||||
public void DrainPendingMotions()
|
||||
{
|
||||
while (Interp.MotionsPending())
|
||||
Interp.MotionDone(0, true);
|
||||
}
|
||||
|
||||
/// <summary>Current interpreted forward command — the observable proxy
|
||||
/// for "what motion did MoveToManager just dispatch via _DoMotion",
|
||||
/// since <see cref="MotionInterpreter.DoInterpretedMotion(uint,MovementParameters)"/>
|
||||
/// writes through to <see cref="InterpretedMotionState.ApplyMotion"/>
|
||||
/// when <c>ModifyInterpretedState</c> is set (default true).</summary>
|
||||
public uint ForwardCommand => Interp.InterpretedState.ForwardCommand;
|
||||
|
||||
public uint TurnCommand => Interp.InterpretedState.TurnCommand;
|
||||
|
||||
public float ForwardSpeed => Interp.InterpretedState.ForwardSpeed;
|
||||
}
|
||||
|
|
@ -0,0 +1,240 @@
|
|||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V2 — <c>BeginTurnToHeading</c> (<c>00529b90</c>, raw 307046-307120,
|
||||
/// decomp §4d) and <c>HandleTurnToHeading</c> (<c>0052a0c0</c>, raw
|
||||
/// 307442-307517, decomp §6c) — the direction-pick table (TurnRight ≤180 vs
|
||||
/// TurnLeft >180), the "already there" early-outs, the
|
||||
/// <c>MotionsPending</c> wait gate, the arrival snap
|
||||
/// (<see cref="MoveToMath.HeadingGreater"/> + the ONE <c>set_heading</c> in
|
||||
/// the whole family), and the PreviousHeading DIFF-seed quirk.
|
||||
/// </summary>
|
||||
public sealed class MoveToManagerTurnToHeadingTests
|
||||
{
|
||||
// ── BeginTurnToHeading direction pick (§4d) ────────────────────────────
|
||||
|
||||
[Theory]
|
||||
[InlineData(0f, 90f, MotionCommand.TurnRight)] // diff=90 <=180 -> TurnRight
|
||||
[InlineData(0f, 170f, MotionCommand.TurnRight)] // diff=170 <=180 -> TurnRight
|
||||
[InlineData(0f, 190f, MotionCommand.TurnLeft)] // diff=190 >180 -> TurnLeft
|
||||
[InlineData(0f, 270f, MotionCommand.TurnLeft)] // diff=270 >180 -> TurnLeft
|
||||
public void DirectionPick_Table(float currentHeading, float targetHeading, uint expectedTurn)
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Heading = currentHeading;
|
||||
|
||||
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = targetHeading });
|
||||
|
||||
Assert.Equal(expectedTurn, h.Manager.CurrentCommand);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DirectionPick_ExactlyAt180_TurnRight_NotStrictlyGreater()
|
||||
{
|
||||
// diff > 180 is the TurnLeft gate (strict); exactly 180 stays TurnRight.
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Heading = 0f;
|
||||
|
||||
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 180f });
|
||||
|
||||
Assert.Equal(MotionCommand.TurnRight, h.Manager.CurrentCommand);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AlreadyThere_DiffLessThanOrEqualEpsilon_PopsImmediately_NoDispatch()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Heading = 90f;
|
||||
|
||||
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
|
||||
|
||||
Assert.Equal(0u, h.Manager.CurrentCommand);
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
Assert.Empty(h.Manager.PendingActions);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AlreadyThere_WrappedNearFullCircle_PopsImmediately()
|
||||
{
|
||||
// diff > 180 branch's OWN "already there" check: diff + eps >= 360.
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Heading = 0.0001f;
|
||||
|
||||
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 0f });
|
||||
|
||||
// diff computed via HeadingDiff(0, 0.0001, TurnRight) ~ -0.0001 -> wraps to ~359.9999
|
||||
// which is > 180 -> TurnLeft branch -> diff+eps >= 360 check.
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void WaitsForPendingAnimations_BeforeArmingTurn()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Heading = 0f;
|
||||
|
||||
// Simulate an in-flight animation-table motion BEFORE the turn is armed.
|
||||
h.Interp.AddToQueue(0, MotionCommand.WalkForward, 0);
|
||||
Assert.True(h.Interp.MotionsPending());
|
||||
|
||||
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
|
||||
|
||||
// BeginNextNode -> BeginTurnToHeading saw MotionsPending() true and
|
||||
// returned WITHOUT dispatching — CurrentCommand stays 0, the node
|
||||
// stays queued.
|
||||
Assert.Equal(0u, h.Manager.CurrentCommand);
|
||||
Assert.Single(h.Manager.PendingActions);
|
||||
Assert.Equal(MovementType.TurnToHeading, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EmptyQueue_CancelsWithNoPhysicsObjectCode()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
// Calling BeginTurnToHeading directly with no queued node -> CancelMoveTo(NoPhysicsObject, per A10).
|
||||
h.Manager.BeginTurnToHeading();
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreviousHeadingSeededWithDiff_NotAHeading()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Heading = 0f;
|
||||
|
||||
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
|
||||
|
||||
// The quirk: PreviousHeading stores the REMAINING DIFF (90), not the
|
||||
// target heading value coincidentally equal to it here — verify via
|
||||
// a case where they'd differ.
|
||||
Assert.Equal(90f, h.Manager.PreviousHeading, 2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreviousHeadingSeed_DiffersFromTargetHeading_ProvingItsADiffNotAHeading()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Heading = 30f;
|
||||
|
||||
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
|
||||
|
||||
// diff = HeadingDiff(90, 30, TurnRight) = 60 -- NOT 90 (the target
|
||||
// heading) and NOT 30 (current heading) -- proves PreviousHeading
|
||||
// stores the DIFF.
|
||||
Assert.Equal(60f, h.Manager.PreviousHeading, 2);
|
||||
}
|
||||
|
||||
// ── HandleTurnToHeading (§6c): arrival snap + progress test ────────────
|
||||
|
||||
[Fact]
|
||||
public void HandleTurnToHeading_NotCurrentlyTurning_ReArmsViaBeginTurnToHeading()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Heading = 0f;
|
||||
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
|
||||
h.DrainPendingMotions(); // clear the dispatch so a bare HandleTurnToHeading call doesn't hit the "still turning" path unexpectedly
|
||||
|
||||
// Force CurrentCommand to something that isn't a turn (simulating an
|
||||
// external interrupt that cleared it without popping the node) —
|
||||
// exercised via CancelMoveTo would drop everything, so instead just
|
||||
// confirm the normal flow already armed a turn command.
|
||||
Assert.True(h.Manager.CurrentCommand is MotionCommand.TurnRight or MotionCommand.TurnLeft);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HandleTurnToHeading_Arrival_SnapsHeadingAndSendsTrue()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Heading = 0f;
|
||||
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
|
||||
h.DrainPendingMotions();
|
||||
Assert.Equal(MotionCommand.TurnRight, h.Manager.CurrentCommand);
|
||||
|
||||
// Advance heading to just past the target (heading_greater says we
|
||||
// passed it) -- simulates the turn animation having rotated us there.
|
||||
h.Heading = 91f;
|
||||
|
||||
h.Manager.HandleTurnToHeading();
|
||||
|
||||
// The ONE heading snap in the whole family: SetHeading(90, send:true).
|
||||
Assert.Contains((90f, true), h.SetHeadingCalls);
|
||||
Assert.Equal(90f, h.Heading, 2); // snapped to the EXACT node heading, not 91.
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState); // queue drained -> complete.
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HandleTurnToHeading_StillTurning_RotationalProgress_ResetsFailCounter()
|
||||
{
|
||||
// The first post-BeginTurnToHeading tick compares the LIVE heading
|
||||
// (still 0, unmoved) against PreviousHeading's quirk-seeded DIFF
|
||||
// value (170, not a heading) — HeadingDiff(0,170,TurnRight)=190,
|
||||
// outside (eps,180), so tick 1 reads as NO progress (a numeric
|
||||
// artifact of the seed, not a real stall) and FailProgressCount
|
||||
// increments once. From tick 2 onward PreviousHeading holds a REAL
|
||||
// heading and steady rotation reads as genuine progress.
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Heading = 0f;
|
||||
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 170f });
|
||||
h.DrainPendingMotions();
|
||||
Assert.Equal(MotionCommand.TurnRight, h.Manager.CurrentCommand);
|
||||
Assert.Equal(170f, h.Manager.PreviousHeading, 2); // diff-seeded (quirk)
|
||||
|
||||
h.Manager.HandleTurnToHeading(); // tick 1 (heading unmoved) -- the seed artifact tick
|
||||
Assert.Equal(1u, h.Manager.FailProgressCount);
|
||||
Assert.Equal(0f, h.Manager.PreviousHeading, 2);
|
||||
|
||||
h.Heading = 90f; // tick 2: rotated 90 deg toward the 170 target, hasn't passed it.
|
||||
h.Manager.HandleTurnToHeading();
|
||||
|
||||
Assert.Equal(0u, h.Manager.FailProgressCount); // reset by genuine progress
|
||||
Assert.Equal(90f, h.Manager.PreviousHeading, 2); // updated to the live heading
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HandleTurnToHeading_NoRotationalProgress_IncrementsFailCounter_WhenNotAnimating()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Heading = 0f;
|
||||
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 170f });
|
||||
h.DrainPendingMotions();
|
||||
|
||||
// Heading did not move at all -> HeadingDiff(0, 170, TurnRight):
|
||||
// seeded PreviousHeading was 170; live heading still 0 -> diff =
|
||||
// HeadingDiff(0, 170, TurnRight) = -170 -> +360 = 190; the progress
|
||||
// window is (eps,180) exclusive on the high end -- 190 fails it ->
|
||||
// no progress -> counter increments (not interpolating, not animating).
|
||||
h.Manager.HandleTurnToHeading();
|
||||
|
||||
Assert.Equal(1u, h.Manager.FailProgressCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HandleTurnToHeading_TurnLeftDirection_UsesMirroredHeadingDiff()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
h.Heading = 0f;
|
||||
// diff = HeadingDiff(190,0,TurnRight) = 190 > 180 -> TurnLeft chosen.
|
||||
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 190f });
|
||||
h.DrainPendingMotions();
|
||||
Assert.Equal(MotionCommand.TurnLeft, h.Manager.CurrentCommand);
|
||||
|
||||
// Rotate counter-clockwise (heading decreasing toward the target
|
||||
// from the TurnLeft direction) -- heading_greater(-, node.Heading=190, TurnLeft)
|
||||
// needs the mirror-aware diff test to register progress correctly.
|
||||
h.Heading = 350f; // moved 10 deg counter-clockwise from 0 (i.e. toward 190 the "left" way)
|
||||
|
||||
h.Manager.HandleTurnToHeading();
|
||||
|
||||
// Just verifying no crash / a sane FailProgressCount either way —
|
||||
// the mirror's behavioral effect is dead in retail (§8, P3
|
||||
// adjudication: the mirror only affects fail_progress_count
|
||||
// reset-vs-increment, which is write-only) so this is a smoke test
|
||||
// for the TurnLeft code path executing without throwing.
|
||||
Assert.True(h.Manager.FailProgressCount is 0 or 1);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,150 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V2 — <c>UseTime</c> (<c>0052a780</c>, raw 307776-307798, decomp §6a):
|
||||
/// the three-gate tick matrix (grounded / node-exists / object-move
|
||||
/// initialized), including the uninitialized type-6 stall case from the
|
||||
/// port plan's V2 test list.
|
||||
/// </summary>
|
||||
public sealed class MoveToManagerUseTimeGateTests
|
||||
{
|
||||
[Fact]
|
||||
public void NoNodeQueued_UseTimeIsANoOp()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
// Fresh manager: no active move, no nodes.
|
||||
h.Manager.UseTime();
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NotGrounded_ContactFalse_UseTimeDoesNothing_EvenWithNodesQueued()
|
||||
{
|
||||
var h = new MoveToManagerHarness { ContactValue = false };
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f; // face the target so BeginMoveForward runs (no turn-to-face node needed)
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
|
||||
h.DrainPendingMotions();
|
||||
uint commandBefore = h.Manager.CurrentCommand;
|
||||
|
||||
// Move the mover without letting UseTime process it (Contact=false blocks the gate).
|
||||
h.WorldPosition = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity);
|
||||
h.Advance(5.0);
|
||||
h.Manager.UseTime();
|
||||
|
||||
// State machine did not advance -- still the same command, same type.
|
||||
Assert.Equal(commandBefore, h.Manager.CurrentCommand);
|
||||
Assert.Equal(MovementType.MoveToPosition, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Grounded_MoveToPositionNode_DispatchesToHandleMoveToPosition()
|
||||
{
|
||||
var h = new MoveToManagerHarness { ContactValue = true };
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f; // face the target so BeginMoveForward runs (no turn-to-face node needed)
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters { DistanceToObject = 0.6f, UseSpheres = false });
|
||||
h.DrainPendingMotions();
|
||||
|
||||
// Arrived: move the mover close to the TARGET (20,0,0), well within
|
||||
// DistanceToObject, and advance time so CheckProgressMade evaluates
|
||||
// true and the arrival branch pops.
|
||||
h.WorldPosition = new Position(1u, new Vector3(19.7f, 0f, 0f), Quaternion.Identity);
|
||||
h.Advance(2.0);
|
||||
|
||||
h.Manager.UseTime();
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState); // HandleMoveToPosition ran and completed the move.
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Grounded_TurnToHeadingNode_DispatchesToHandleTurnToHeading()
|
||||
{
|
||||
var h = new MoveToManagerHarness { ContactValue = true };
|
||||
h.Heading = 0f;
|
||||
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
|
||||
h.DrainPendingMotions();
|
||||
Assert.Equal(MotionCommand.TurnRight, h.Manager.CurrentCommand);
|
||||
|
||||
h.Heading = 91f; // "passed" the target
|
||||
h.Manager.UseTime();
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState); // HandleTurnToHeading ran and completed the turn.
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ObjectMove_UninitializedType6_StallsUntilFirstTargetCallback()
|
||||
{
|
||||
// The port plan's named "uninitialized type-6 stall" case: a
|
||||
// MoveToObject manager with TopLevelObjectId != 0 and
|
||||
// MovementTypeState != Invalid, but Initialized still false (no
|
||||
// HandleUpdateTarget callback has arrived yet) -- and CRITICALLY,
|
||||
// no node is queued yet either (MoveToObject defers node-building
|
||||
// to the first callback, §3b), so UseTime's node-exists gate (gate
|
||||
// 2) already blocks it. This test proves the stall holds even if a
|
||||
// node WERE somehow present (defense in depth for gate 3).
|
||||
var h = new MoveToManagerHarness { ContactValue = true };
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Manager.MoveToObject(0x5000AAAAu, 0x5000AAAAu, 1f, 2f, new MovementParameters());
|
||||
|
||||
Assert.False(h.Manager.Initialized);
|
||||
Assert.Empty(h.Manager.PendingActions); // gate 2 alone already stalls it
|
||||
|
||||
h.Manager.UseTime();
|
||||
|
||||
// No crash, no state change -- the manager is still waiting.
|
||||
Assert.Equal(MovementType.MoveToObject, h.Manager.MovementTypeState);
|
||||
Assert.False(h.Manager.Initialized);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ObjectMove_Initialized_PassesGate3_ProcessesNormally()
|
||||
{
|
||||
var h = new MoveToManagerHarness { ContactValue = true };
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f; // face the target so the internal node plan skips the turn-to-face step
|
||||
h.Manager.MoveToObject(0x5000BBBBu, 0x5000BBBBu, radius: 0.5f, height: 2f, new MovementParameters { UseSpheres = false });
|
||||
|
||||
var target = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity);
|
||||
h.Manager.HandleUpdateTarget(new TargetInfo(0x5000BBBBu, TargetStatus.Ok, target, target));
|
||||
Assert.True(h.Manager.Initialized);
|
||||
h.DrainPendingMotions();
|
||||
|
||||
h.WorldPosition = new Position(1u, new Vector3(19.5f, 0f, 0f), Quaternion.Identity); // within DistanceToObject default 0.6
|
||||
h.Advance(2.0);
|
||||
|
||||
h.Manager.UseTime();
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState); // completed via UseTime -> HandleMoveToPosition.
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NonObjectMove_TopLevelIdZero_Gate3AlwaysPasses_RegardlessOfInitialized()
|
||||
{
|
||||
// Gate 3: (top_level_object_id == 0 || movement_type == Invalid) ||
|
||||
// initialized. Position/heading moves never set TopLevelObjectId,
|
||||
// so the FIRST disjunct alone always satisfies gate 3 -- Initialized
|
||||
// staying false (as it does for MoveToPosition/TurnToHeading, per
|
||||
// §3c/§3e's notes) never blocks them.
|
||||
var h = new MoveToManagerHarness { ContactValue = true };
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters { DistanceToObject = 0.6f, UseSpheres = false });
|
||||
h.DrainPendingMotions();
|
||||
|
||||
Assert.Equal(0u, h.Manager.TopLevelObjectId);
|
||||
Assert.False(h.Manager.Initialized);
|
||||
|
||||
h.WorldPosition = new Position(1u, new Vector3(19.7f, 0f, 0f), Quaternion.Identity);
|
||||
h.Advance(2.0);
|
||||
h.Manager.UseTime();
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState); // gate 3 passed via the first disjunct.
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,91 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V1 — <c>Position::cylinder_distance</c>, the pure-math shape per
|
||||
/// r4-moveto-decomp.md §5a (<c>MoveToManager::GetCurrentDistance</c>,
|
||||
/// <c>005291b0</c>): edge-to-edge distance between two vertical cylinders
|
||||
/// (own radius/height, target radius/height, both positions). Object moves
|
||||
/// (use_spheres set on the wire) use this; position moves use plain
|
||||
/// Euclidean <c>Position::distance</c> (§5a: "position moves use center
|
||||
/// distance" — <see cref="MoveToMath.CylinderDistance"/> is the object-move
|
||||
/// variant only; center distance is <c>Vector3.Distance</c>, already
|
||||
/// available, not re-ported here).
|
||||
///
|
||||
/// <para>
|
||||
/// The retail signature's exact combination math for radius/height beyond
|
||||
/// "edge-to-edge, own+target cylinders" is not spelled out in the raw (BN
|
||||
/// garbles the x87 plumbing) — ported per the PDB argument ORDER
|
||||
/// (own radius/height, own position, target radius/height, target
|
||||
/// position) with the standard cylinder-distance shape: horizontal
|
||||
/// (planar) distance minus the sum of the two radii (clamped at 0), since
|
||||
/// that is the only shape consistent with "edge-to-edge" and with
|
||||
/// <c>distance_to_object</c>'s ctor default of 0.6 (melee range from
|
||||
/// surface to surface, not center to center).
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class MoveToMathCylinderDistanceTests
|
||||
{
|
||||
[Fact]
|
||||
public void TwoCylinders_HorizontallySeparated_SubtractsBothRadii()
|
||||
{
|
||||
// centers 10 units apart on X, radii 1 and 2 → edge distance = 10-1-2=7
|
||||
float d = MoveToMath.CylinderDistance(
|
||||
ownRadius: 1f, ownHeight: 2f, ownPos: Vector3.Zero,
|
||||
targetRadius: 2f, targetHeight: 2f, targetPos: new Vector3(10f, 0f, 0f));
|
||||
|
||||
Assert.Equal(7f, d, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TwoCylinders_Overlapping_ClampsAtZero_NoNegativeDistance()
|
||||
{
|
||||
// centers 1 unit apart, radii 5 and 5 → would be -9, clamps to 0
|
||||
float d = MoveToMath.CylinderDistance(
|
||||
ownRadius: 5f, ownHeight: 2f, ownPos: Vector3.Zero,
|
||||
targetRadius: 5f, targetHeight: 2f, targetPos: new Vector3(1f, 0f, 0f));
|
||||
|
||||
Assert.Equal(0f, d, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TwoCylinders_ZeroRadii_ReducesToCenterDistance()
|
||||
{
|
||||
float d = MoveToMath.CylinderDistance(
|
||||
ownRadius: 0f, ownHeight: 2f, ownPos: Vector3.Zero,
|
||||
targetRadius: 0f, targetHeight: 2f, targetPos: new Vector3(3f, 4f, 0f));
|
||||
|
||||
Assert.Equal(5f, d, 3); // 3-4-5 triangle
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TwoCylinders_IgnoresVerticalSeparation_PlanarOnly()
|
||||
{
|
||||
// Same X/Y, large Z separation — cylinder_distance in retail's own
|
||||
// callers (GetCurrentDistance) is used for horizontal arrival gates;
|
||||
// the Z axis is height, not part of the radial edge-to-edge gap.
|
||||
float d1 = MoveToMath.CylinderDistance(
|
||||
ownRadius: 1f, ownHeight: 2f, ownPos: new Vector3(0, 0, 0),
|
||||
targetRadius: 1f, targetHeight: 2f, targetPos: new Vector3(5f, 0f, 0f));
|
||||
float d2 = MoveToMath.CylinderDistance(
|
||||
ownRadius: 1f, ownHeight: 2f, ownPos: new Vector3(0, 0, 50f),
|
||||
targetRadius: 1f, targetHeight: 2f, targetPos: new Vector3(5f, 0f, -50f));
|
||||
|
||||
Assert.Equal(d1, d2, 3);
|
||||
Assert.Equal(3f, d1, 3); // 5 - 1 - 1
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SamePosition_ZeroDistance_ClampsNotNegative()
|
||||
{
|
||||
float d = MoveToMath.CylinderDistance(
|
||||
ownRadius: 0.5f, ownHeight: 2f, ownPos: Vector3.Zero,
|
||||
targetRadius: 0.5f, targetHeight: 2f, targetPos: Vector3.Zero);
|
||||
|
||||
Assert.Equal(0f, d, 3);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,164 @@
|
|||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V1 — <c>heading_diff</c> (<c>0x00528fb0</c>), PINNED by direct
|
||||
/// disassembly of the PDB-matched retail binary (see
|
||||
/// docs/research/2026-07-03-r4-moveto/ghidra-confirmations.md §P3 — this is
|
||||
/// the strongest evidence tier in the whole R4 pin set, one level above a
|
||||
/// Ghidra decompile). Verbatim body:
|
||||
/// <code>
|
||||
/// d = h1 - h2;
|
||||
/// if (fabs(h1 - h2) < F_EPSILON) d = 0;
|
||||
/// if (d < -F_EPSILON) d += 360;
|
||||
/// if (F_EPSILON < d && turnCmd != TurnRight) d = 360 - d; // the mirror
|
||||
/// return d;
|
||||
/// </code>
|
||||
/// F_EPSILON = 0.000199999995f. The mirror gates on the turn command being
|
||||
/// NOT TurnRight (0x6500000d) — TurnLeft (and any other command) measures
|
||||
/// the COMPLEMENTARY angle. This contradicts r4-moveto-decomp.md §5g's
|
||||
/// "arg3 UNUSED" claim, which the Ghidra pin overrides (adjudicated in
|
||||
/// V0-pins.md).
|
||||
/// </summary>
|
||||
public sealed class MoveToMathHeadingDiffTests
|
||||
{
|
||||
private const float Eps = 0.000199999995f;
|
||||
private const uint TurnRight = MotionCommand.TurnRight;
|
||||
private const uint TurnLeft = MotionCommand.TurnLeft;
|
||||
|
||||
// ── basic subtraction, TurnRight (no mirror) ───────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void TurnRight_SimplePositiveDiff_NoWrap()
|
||||
{
|
||||
float d = MoveToMath.HeadingDiff(90f, 30f, TurnRight);
|
||||
Assert.Equal(60f, d, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TurnRight_NegativeDiff_WrapsBy360()
|
||||
{
|
||||
// h1 - h2 = 30 - 90 = -60 → wraps to 300
|
||||
float d = MoveToMath.HeadingDiff(30f, 90f, TurnRight);
|
||||
Assert.Equal(300f, d, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TurnRight_ZeroDiff_IsZero()
|
||||
{
|
||||
float d = MoveToMath.HeadingDiff(45f, 45f, TurnRight);
|
||||
Assert.Equal(0f, d, 3);
|
||||
}
|
||||
|
||||
// ── epsilon boundary (both sides) ──────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void EpsilonBoundary_ExactlyAtEpsilon_NotSnappedToZero()
|
||||
{
|
||||
// fabs(d) < EPSILON is a STRICT less-than — exactly at epsilon does
|
||||
// NOT snap to zero.
|
||||
float d = MoveToMath.HeadingDiff(Eps, 0f, TurnRight);
|
||||
Assert.NotEqual(0f, d);
|
||||
Assert.Equal(Eps, d, 6);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EpsilonBoundary_JustBelowEpsilon_SnapsToZero()
|
||||
{
|
||||
float d = MoveToMath.HeadingDiff(Eps * 0.5f, 0f, TurnRight);
|
||||
Assert.Equal(0f, d);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EpsilonBoundary_NegativeJustBelowNegEpsilon_WrapsBy360()
|
||||
{
|
||||
// d = -Eps * 1.5 < -Eps → wraps
|
||||
float raw = -Eps * 1.5f;
|
||||
float d = MoveToMath.HeadingDiff(raw, 0f, TurnRight);
|
||||
Assert.Equal(raw + 360f, d, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EpsilonBoundary_NegativeExactlyAtNegEpsilon_DoesNotWrap()
|
||||
{
|
||||
// d < -EPSILON is STRICT — exactly -EPSILON does not wrap.
|
||||
float d = MoveToMath.HeadingDiff(-Eps, 0f, TurnRight);
|
||||
Assert.Equal(-Eps, d, 6);
|
||||
}
|
||||
|
||||
// ── the mirror (TurnLeft / not-TurnRight) ──────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void TurnLeft_PositiveDiffAboveEpsilon_MirroredTo360MinusD()
|
||||
{
|
||||
float d = MoveToMath.HeadingDiff(90f, 30f, TurnLeft);
|
||||
// raw = 60; mirror: 360 - 60 = 300
|
||||
Assert.Equal(300f, d, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TurnLeft_NegativeDiff_WrapsThenMirrors()
|
||||
{
|
||||
// h1-h2 = 30-90 = -60 → wraps to 300 → mirror gate (300 > EPS, not
|
||||
// TurnRight) → 360 - 300 = 60
|
||||
float d = MoveToMath.HeadingDiff(30f, 90f, TurnLeft);
|
||||
Assert.Equal(60f, d, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TurnLeft_ZeroDiff_MirrorGateDoesNotFire_StaysZero()
|
||||
{
|
||||
// d == 0 does not satisfy `d > EPSILON`, so the mirror never fires
|
||||
// regardless of turn command.
|
||||
float d = MoveToMath.HeadingDiff(45f, 45f, TurnLeft);
|
||||
Assert.Equal(0f, d);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TurnLeft_AtEpsilonBoundary_MirrorGateIsStrictGreaterThan()
|
||||
{
|
||||
// d > EPSILON is STRICT: exactly at EPSILON does NOT mirror.
|
||||
float d = MoveToMath.HeadingDiff(Eps, 0f, TurnLeft);
|
||||
Assert.Equal(Eps, d, 6);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TurnLeft_JustAboveEpsilon_Mirrors()
|
||||
{
|
||||
float raw = Eps * 2f;
|
||||
float d = MoveToMath.HeadingDiff(raw, 0f, TurnLeft);
|
||||
Assert.Equal(360f - raw, d, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AnyNonTurnRightCommand_AlsoMirrors()
|
||||
{
|
||||
// The gate is "!= TurnRight", not "== TurnLeft" — any other command
|
||||
// (e.g. 0, WalkForward) also triggers the mirror.
|
||||
float d = MoveToMath.HeadingDiff(90f, 30f, 0u);
|
||||
Assert.Equal(300f, d, 3);
|
||||
|
||||
float d2 = MoveToMath.HeadingDiff(90f, 30f, MotionCommand.WalkForward);
|
||||
Assert.Equal(300f, d2, 3);
|
||||
}
|
||||
|
||||
// ── 360-wrap combined with the mirror ──────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void TurnRight_FullCircleInputs_NormalizeCorrectly()
|
||||
{
|
||||
float d = MoveToMath.HeadingDiff(350f, 10f, TurnRight);
|
||||
Assert.Equal(340f, d, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TurnLeft_FullCircleInputs_MirroredAfterNormalize()
|
||||
{
|
||||
// raw = 350-10 = 340 (no wrap needed, positive); mirror: 360-340=20
|
||||
float d = MoveToMath.HeadingDiff(350f, 10f, TurnLeft);
|
||||
Assert.Equal(20f, d, 3);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,82 @@
|
|||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V1 — <c>heading_greater</c> (<c>00528f60</c>, raw 306281-306323), per
|
||||
/// r4-moveto-decomp.md §5f:
|
||||
/// <code>
|
||||
/// if (fabs(a - b) > 180) greater = (b > a); // wrapped case: compare flipped
|
||||
/// else greater = (a > b);
|
||||
/// if (turnCmd == TurnRight) return greater;
|
||||
/// return !greater; // TurnLeft: inverted
|
||||
/// </code>
|
||||
/// "Has the turn passed the target heading" — direction-aware, wrap-aware.
|
||||
/// </summary>
|
||||
public sealed class MoveToMathHeadingGreaterTests
|
||||
{
|
||||
private const uint TurnRight = MotionCommand.TurnRight;
|
||||
private const uint TurnLeft = MotionCommand.TurnLeft;
|
||||
|
||||
[Fact]
|
||||
public void TurnRight_UnwrappedCase_SimpleGreater()
|
||||
{
|
||||
Assert.True(MoveToMath.HeadingGreater(90f, 30f, TurnRight));
|
||||
Assert.False(MoveToMath.HeadingGreater(30f, 90f, TurnRight));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TurnRight_WrappedCase_ComparisonFlips()
|
||||
{
|
||||
// |350 - 10| = 340 > 180 → wrapped: greater = (b > a) = (10 > 350) = false
|
||||
Assert.False(MoveToMath.HeadingGreater(350f, 10f, TurnRight));
|
||||
// |10 - 350| = 340 > 180 → wrapped: greater = (b > a) = (350 > 10) = true
|
||||
Assert.True(MoveToMath.HeadingGreater(10f, 350f, TurnRight));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TurnRight_ExactlyAt180Delta_UnwrappedBranch()
|
||||
{
|
||||
// fabs(a-b) > 180 is STRICT — exactly 180 uses the unwrapped branch.
|
||||
// a=200,b=20: fabs=180, not >180 → greater = (a>b) = true
|
||||
Assert.True(MoveToMath.HeadingGreater(200f, 20f, TurnRight));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TurnLeft_InvertsTheUnwrappedResult()
|
||||
{
|
||||
Assert.False(MoveToMath.HeadingGreater(90f, 30f, TurnLeft));
|
||||
Assert.True(MoveToMath.HeadingGreater(30f, 90f, TurnLeft));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TurnLeft_InvertsTheWrappedResult()
|
||||
{
|
||||
Assert.True(MoveToMath.HeadingGreater(350f, 10f, TurnLeft));
|
||||
Assert.False(MoveToMath.HeadingGreater(10f, 350f, TurnLeft));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EqualHeadings_NotGreater_TurnRight()
|
||||
{
|
||||
Assert.False(MoveToMath.HeadingGreater(45f, 45f, TurnRight));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EqualHeadings_InvertedToTrue_TurnLeft()
|
||||
{
|
||||
// greater=false for equal headings; TurnLeft inverts → true.
|
||||
Assert.True(MoveToMath.HeadingGreater(45f, 45f, TurnLeft));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AnyNonTurnRightCommand_AlsoInverts()
|
||||
{
|
||||
// The retail gate is `== TurnRight` (not `!= TurnRight` as in
|
||||
// heading_diff) — every OTHER command, not just TurnLeft, inverts.
|
||||
Assert.False(MoveToMath.HeadingGreater(90f, 30f, 0u));
|
||||
Assert.False(MoveToMath.HeadingGreater(90f, 30f, MotionCommand.WalkForward));
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,127 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V1 — <c>Position::heading</c> / <c>Frame::get_heading</c> /
|
||||
/// <c>Frame::set_heading</c>, per V0-pins.md §P5 (PINNED — compass degrees,
|
||||
/// 0 = North (+Y), 90 = East (+X), CLOCKWISE, [0,360); identity quaternion
|
||||
/// faces heading 0):
|
||||
/// <code>
|
||||
/// heading(from, to) = (450 - atan2Deg(dy, dx)) % 360
|
||||
/// </code>
|
||||
/// Golden cardinals: N(0,+1)→0, E(+1,0)→90, S(0,-1)→180, W(-1,0)→270.
|
||||
///
|
||||
/// <para>
|
||||
/// <b>The packer-reuse trap (V0-pins §P5 correction):</b> acdream's
|
||||
/// outbound packer (<c>GameWindow.YawToAcQuaternion</c>) is wire-correct at
|
||||
/// the QUATERNION level but its internal scalar intermediate
|
||||
/// (<c>headingDeg = 180 - yawDeg</c>) is holtburger's shifted convention,
|
||||
/// NOT retail's wire convention. <see cref="MoveToMath.GetHeading"/> must
|
||||
/// use the CORRECT scalar bridge from acdream yaw (yaw=0 faces +X, per
|
||||
/// <c>PlayerMovementController.cs:1022-1025</c>): <c>heading = (90 -
|
||||
/// yawDeg) mod 360</c> — NOT <c>180 - yawDeg</c>.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class MoveToMathPositionHeadingTests
|
||||
{
|
||||
private const float Tol = 0.01f;
|
||||
|
||||
// ── PositionHeading: the four cardinal offsets ─────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void North_PlusY_IsZero()
|
||||
{
|
||||
float h = MoveToMath.PositionHeading(Vector3.Zero, new Vector3(0f, 1f, 0f));
|
||||
Assert.Equal(0f, h, 2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void East_PlusX_Is90()
|
||||
{
|
||||
float h = MoveToMath.PositionHeading(Vector3.Zero, new Vector3(1f, 0f, 0f));
|
||||
Assert.Equal(90f, h, 2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void South_MinusY_Is180()
|
||||
{
|
||||
float h = MoveToMath.PositionHeading(Vector3.Zero, new Vector3(0f, -1f, 0f));
|
||||
Assert.Equal(180f, h, 2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void West_MinusX_Is270()
|
||||
{
|
||||
float h = MoveToMath.PositionHeading(Vector3.Zero, new Vector3(-1f, 0f, 0f));
|
||||
Assert.Equal(270f, h, 2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Heading_IsAlways_InZeroToThreeSixtyRange()
|
||||
{
|
||||
// NE diagonal
|
||||
float h = MoveToMath.PositionHeading(Vector3.Zero, new Vector3(1f, 1f, 0f));
|
||||
Assert.InRange(h, 0f, 360f);
|
||||
Assert.Equal(45f, h, 2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Heading_IgnoresZ_HorizontalOnly()
|
||||
{
|
||||
float h1 = MoveToMath.PositionHeading(new Vector3(0, 0, 5f), new Vector3(1f, 0f, -10f));
|
||||
float h2 = MoveToMath.PositionHeading(new Vector3(0, 0, -3f), new Vector3(1f, 0f, 100f));
|
||||
Assert.Equal(h1, h2, 2);
|
||||
Assert.Equal(90f, h1, 2);
|
||||
}
|
||||
|
||||
// ── GetHeading: extracts heading from a body orientation quaternion ────
|
||||
|
||||
[Fact]
|
||||
public void GetHeading_IdentityQuaternion_FacesHeadingZero()
|
||||
{
|
||||
// Identity quaternion → acdream yaw = 0 → +X-facing in our
|
||||
// convention, which decodes to AC heading 90 per the corrected
|
||||
// scalar bridge... BUT the identity quaternion in acdream's body
|
||||
// frame corresponds to yaw = -PI/2 relative to +Y-forward (see
|
||||
// PlayerMovementController.cs:1025: Orientation = AxisAngle(Yaw -
|
||||
// PI/2)). GetHeading must invert that exact convention: identity
|
||||
// orientation (no rotation applied) means Yaw=PI/2 was baked in,
|
||||
// which is heading 0 — matching P5's "identity quaternion faces
|
||||
// heading 0" pin.
|
||||
float h = MoveToMath.GetHeading(Quaternion.Identity);
|
||||
Assert.Equal(0f, h, 1);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetHeading_SetHeading_RoundTrips_Cardinals()
|
||||
{
|
||||
foreach (float heading in new[] { 0f, 90f, 180f, 270f, 45f, 359f })
|
||||
{
|
||||
var q = MoveToMath.SetHeading(Quaternion.Identity, heading);
|
||||
float back = MoveToMath.GetHeading(q);
|
||||
float diff = MathF.Abs(back - heading);
|
||||
if (diff > 180f) diff = 360f - diff;
|
||||
Assert.True(diff < 0.5f, $"heading {heading} round-tripped to {back}");
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SetHeading_North_ProducesForwardVectorFacingPlusY()
|
||||
{
|
||||
var q = MoveToMath.SetHeading(Quaternion.Identity, 0f);
|
||||
var forward = Vector3.Transform(new Vector3(0f, 1f, 0f), q);
|
||||
Assert.True(forward.Y > 0.9f, $"expected +Y forward, got {forward}");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SetHeading_East_ProducesForwardVectorFacingPlusX()
|
||||
{
|
||||
var q = MoveToMath.SetHeading(Quaternion.Identity, 90f);
|
||||
var forward = Vector3.Transform(new Vector3(0f, 1f, 0f), q);
|
||||
Assert.True(forward.X > 0.9f, $"expected +X forward, got {forward}");
|
||||
}
|
||||
}
|
||||
341
tests/AcDream.Core.Tests/Physics/Motion/MovementManagerTests.cs
Normal file
341
tests/AcDream.Core.Tests/Physics/Motion/MovementManagerTests.cs
Normal file
|
|
@ -0,0 +1,341 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R5-V5 — <see cref="MovementManager"/> facade conformance (retail struct
|
||||
/// acclient.h /* 3463 */; methods 0x00524000-0x00524790, decomp extract
|
||||
/// <c>docs/research/2026-07-03-r5-managers/r5-movementmanager-decomp.md</c>).
|
||||
/// The facade is pure relay/ownership — these tests pin the retail call
|
||||
/// shapes: which child each method touches, the lazy MakeMoveToManager
|
||||
/// create, the PerformMovement type dispatch, and null-tolerance before the
|
||||
/// moveto manager exists. Behavior of the children themselves is covered by
|
||||
/// the MotionInterpreter / MoveToManager suites (UNMODIFIED by R5-V5).
|
||||
/// </summary>
|
||||
public sealed class MovementManagerTests
|
||||
{
|
||||
/// <summary>Non-creature weenie: silences the MotionInterpreter's
|
||||
/// HitGround/LeaveGround creature gates (retail IsCreature vtable
|
||||
/// +0x2c) so a test can isolate the facade's MOVETO relay leg.</summary>
|
||||
private sealed class NonCreatureWeenie : IWeenieObject
|
||||
{
|
||||
public bool InqJumpVelocity(float extent, out float vz) { vz = 0f; return false; }
|
||||
public bool InqRunRate(out float rate) { rate = 1f; return false; }
|
||||
public bool CanJump(float extent) => false;
|
||||
bool IWeenieObject.IsCreature() => false;
|
||||
}
|
||||
|
||||
/// <summary>Facade over the shared MoveToManagerHarness: the harness's
|
||||
/// REAL MotionInterpreter is the minterp child; the harness's REAL
|
||||
/// seam-scripted MoveToManager arrives via <see cref="MovementManager.MoveToFactory"/>
|
||||
/// (the acdream stand-in for retail's physics_obj/weenie_obj
|
||||
/// backpointers that MakeMoveToManager constructs from).</summary>
|
||||
private static (MovementManager Mm, MoveToManagerHarness H, int[] FactoryCalls) MakeFacade()
|
||||
{
|
||||
var h = new MoveToManagerHarness();
|
||||
var factoryCalls = new int[1];
|
||||
var mm = new MovementManager(h.Interp)
|
||||
{
|
||||
MoveToFactory = () => { factoryCalls[0]++; return h.Manager; },
|
||||
};
|
||||
return (mm, h, factoryCalls);
|
||||
}
|
||||
|
||||
// ── MakeMoveToManager — 0x00524000 ──────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void MakeMoveToManager_CreatesViaFactory_ExactlyOnce()
|
||||
{
|
||||
var (mm, h, calls) = MakeFacade();
|
||||
Assert.Null(mm.MoveTo);
|
||||
|
||||
mm.MakeMoveToManager();
|
||||
Assert.Same(h.Manager, mm.MoveTo);
|
||||
Assert.Equal(1, calls[0]);
|
||||
|
||||
// Retail: no-op if already present.
|
||||
mm.MakeMoveToManager();
|
||||
Assert.Same(h.Manager, mm.MoveTo);
|
||||
Assert.Equal(1, calls[0]);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MakeMoveToManager_WithoutFactory_IsANoOp()
|
||||
{
|
||||
var mm = new MovementManager(new MotionInterpreter());
|
||||
mm.MakeMoveToManager();
|
||||
Assert.Null(mm.MoveTo);
|
||||
}
|
||||
|
||||
// ── PerformMovement — 0x005240d0 (the type-1..9 two-way dispatch) ───────
|
||||
|
||||
[Fact]
|
||||
public void PerformMovement_InterpTypes_RouteToMinterp_NotMoveTo()
|
||||
{
|
||||
var (mm, h, calls) = MakeFacade();
|
||||
|
||||
var result = mm.PerformMovement(new MovementStruct
|
||||
{
|
||||
Type = MovementType.InterpretedCommand,
|
||||
Motion = MotionCommand.WalkForward,
|
||||
Speed = 1f,
|
||||
ModifyInterpretedState = true,
|
||||
});
|
||||
|
||||
Assert.Equal(WeenieError.None, result);
|
||||
Assert.Equal(MotionCommand.WalkForward, h.Interp.InterpretedState.ForwardCommand);
|
||||
// Types 1-5 never touch the moveto side (jump table 0x0052415c).
|
||||
Assert.Equal(0, calls[0]);
|
||||
Assert.Null(mm.MoveTo);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PerformMovement_MoveToTypes_LazyCreate_AndRouteToMoveTo()
|
||||
{
|
||||
var (mm, h, calls) = MakeFacade();
|
||||
|
||||
var result = mm.PerformMovement(new MovementStruct
|
||||
{
|
||||
Type = MovementType.MoveToPosition,
|
||||
Pos = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
|
||||
Params = new MovementParameters(),
|
||||
});
|
||||
|
||||
// Retail cases 5-8 (types 6-9): MakeMoveToManager first, delegate,
|
||||
// and the MoveToManager path's return is NOT propagated (@0052414f
|
||||
// `return 0`) — the facade reports None regardless.
|
||||
Assert.Equal(WeenieError.None, result);
|
||||
Assert.Equal(1, calls[0]);
|
||||
Assert.Equal(MovementType.MoveToPosition, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PerformMovement_InvalidAndOutOfRangeTypes_Fail0x47()
|
||||
{
|
||||
var (mm, _, calls) = MakeFacade();
|
||||
|
||||
// Retail head: (type - 1) > 8 → 0x47. Type 0 underflows unsigned →
|
||||
// always > 8; anything above 9 fails the same check.
|
||||
Assert.Equal(WeenieError.GeneralMovementFailure,
|
||||
mm.PerformMovement(new MovementStruct { Type = MovementType.Invalid }));
|
||||
Assert.Equal(WeenieError.GeneralMovementFailure,
|
||||
mm.PerformMovement(new MovementStruct { Type = (MovementType)10 }));
|
||||
Assert.Equal(0, calls[0]);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PerformMovement_MoveToType_WithoutFactory_Fails0x47()
|
||||
{
|
||||
// acdream-only guard for the unreachable-in-production ordering
|
||||
// (a type-6..9 event before the bind sites set MoveToFactory):
|
||||
// retail would MoveToManager::Create here; without a factory the
|
||||
// facade reports the same 0x47 the range check uses.
|
||||
var mm = new MovementManager(new MotionInterpreter());
|
||||
Assert.Equal(WeenieError.GeneralMovementFailure,
|
||||
mm.PerformMovement(new MovementStruct { Type = MovementType.TurnToHeading }));
|
||||
}
|
||||
|
||||
// ── UseTime — 0x005242f0 (moveto only; never lazy-creates) ──────────────
|
||||
|
||||
[Fact]
|
||||
public void UseTime_BeforeMoveToExists_IsANoOp_AndDoesNotCreate()
|
||||
{
|
||||
var (mm, _, calls) = MakeFacade();
|
||||
mm.UseTime();
|
||||
Assert.Equal(0, calls[0]);
|
||||
Assert.Null(mm.MoveTo);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void UseTime_RelaysToMoveTo()
|
||||
{
|
||||
// The MoveToManagerUseTimeGateTests arrival shape, driven through
|
||||
// the facade: grounded, facing the target, arrived — one UseTime
|
||||
// completes the move.
|
||||
var (mm, h, _) = MakeFacade();
|
||||
h.ContactValue = true;
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
|
||||
mm.PerformMovement(new MovementStruct
|
||||
{
|
||||
Type = MovementType.MoveToPosition,
|
||||
Pos = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
|
||||
Params = new MovementParameters { DistanceToObject = 0.6f, UseSpheres = false },
|
||||
});
|
||||
h.DrainPendingMotions();
|
||||
|
||||
h.WorldPosition = new Position(1u, new Vector3(19.7f, 0f, 0f), Quaternion.Identity);
|
||||
h.Advance(2.0);
|
||||
mm.UseTime();
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
// ── HitGround — 0x00524300 (minterp FIRST, then moveto) ────────────────
|
||||
|
||||
[Fact]
|
||||
public void HitGround_RelaysToMinterp_AndToleratesNullMoveTo()
|
||||
{
|
||||
var (mm, h, _) = MakeFacade();
|
||||
h.Body.State |= PhysicsStateFlags.Gravity; // CMotionInterp::HitGround gates on state & 0x400
|
||||
bool minterpHit = false;
|
||||
h.Interp.RemoveLinkAnimations = () => minterpHit = true;
|
||||
|
||||
mm.HitGround(); // MoveTo still null — retail's if-present guard
|
||||
Assert.True(minterpHit);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HitGround_RelaysMinterpFirst_ThenMoveTo()
|
||||
{
|
||||
var (mm, h, _) = MakeFacade();
|
||||
h.Body.State |= PhysicsStateFlags.Gravity;
|
||||
h.ContactValue = true;
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
mm.PerformMovement(new MovementStruct
|
||||
{
|
||||
Type = MovementType.MoveToPosition,
|
||||
Pos = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
|
||||
Params = new MovementParameters(),
|
||||
});
|
||||
h.DrainPendingMotions();
|
||||
|
||||
// Order pin: the FIRST RemoveLinkAnimations firing belongs to the
|
||||
// minterp leg (CMotionInterp::HitGround invokes it before any
|
||||
// dispatch), at which point the moveto leg's BeginNextNode
|
||||
// re-dispatch has NOT happened yet — the pending queue is still
|
||||
// drained. Later firings (the moveto dispatch's own TS-40
|
||||
// detached-strip at the DoInterpretedMotion tail runs AFTER its
|
||||
// enqueue) must not overwrite the recording — ??= keeps the first.
|
||||
bool? queueEmptyAtMinterpLeg = null;
|
||||
h.Interp.RemoveLinkAnimations =
|
||||
() => queueEmptyAtMinterpLeg ??= !h.Interp.MotionsPending();
|
||||
|
||||
mm.HitGround();
|
||||
|
||||
Assert.True(queueEmptyAtMinterpLeg); // minterp leg ran first
|
||||
Assert.True(h.Interp.MotionsPending()); // a re-dispatch landed after it
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HitGround_ReachesMoveTo_WhenMinterpLegIsGated()
|
||||
{
|
||||
// Isolate the MOVETO leg: a non-creature weenie makes
|
||||
// CMotionInterp::HitGround a retail no-op (IsCreature gate), so any
|
||||
// re-dispatched pending motion can only come from
|
||||
// MoveToManager::HitGround → BeginNextNode.
|
||||
var (mm, h, _) = MakeFacade();
|
||||
h.Interp.WeenieObj = new NonCreatureWeenie();
|
||||
h.ContactValue = true;
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
mm.PerformMovement(new MovementStruct
|
||||
{
|
||||
Type = MovementType.MoveToPosition,
|
||||
Pos = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
|
||||
Params = new MovementParameters(),
|
||||
});
|
||||
h.DrainPendingMotions();
|
||||
|
||||
mm.HitGround();
|
||||
|
||||
Assert.True(h.Interp.MotionsPending());
|
||||
}
|
||||
|
||||
// ── HandleExitWorld — 0x00524350 (minterp ONLY) ─────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void HandleExitWorld_DrainsMinterp_AndDoesNotTouchMoveTo()
|
||||
{
|
||||
var (mm, h, _) = MakeFacade();
|
||||
h.ContactValue = true;
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
h.Heading = 90f;
|
||||
mm.PerformMovement(new MovementStruct
|
||||
{
|
||||
Type = MovementType.MoveToPosition,
|
||||
Pos = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
|
||||
Params = new MovementParameters(),
|
||||
});
|
||||
Assert.True(h.Interp.MotionsPending()); // the arm's dispatch is queued
|
||||
|
||||
mm.HandleExitWorld();
|
||||
|
||||
Assert.False(h.Interp.MotionsPending());
|
||||
// Retail HandleExitWorld does NOT touch moveto_manager — the armed
|
||||
// move survives (its teardown is CancelMoveTo / exit-world at the
|
||||
// CPhysicsObj layer, not here).
|
||||
Assert.Equal(MovementType.MoveToPosition, h.Manager.MovementTypeState);
|
||||
}
|
||||
|
||||
// ── CancelMoveTo — 0x005241b0 / IsMovingTo — 0x00524260 ────────────────
|
||||
|
||||
[Fact]
|
||||
public void CancelMoveTo_NullTolerant_AndRelaysToMoveTo()
|
||||
{
|
||||
var (mm, h, _) = MakeFacade();
|
||||
mm.CancelMoveTo(WeenieError.ActionCancelled); // no moveto yet — no throw
|
||||
|
||||
h.ContactValue = true;
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
mm.PerformMovement(new MovementStruct
|
||||
{
|
||||
Type = MovementType.MoveToPosition,
|
||||
Pos = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
|
||||
Params = new MovementParameters(),
|
||||
});
|
||||
Assert.True(mm.IsMovingTo());
|
||||
|
||||
mm.CancelMoveTo(WeenieError.ActionCancelled);
|
||||
|
||||
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
|
||||
Assert.False(mm.IsMovingTo());
|
||||
Assert.True(h.StopCompletelyCalls > 0);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void IsMovingTo_FalseBeforeMoveToExists()
|
||||
{
|
||||
var (mm, _, _) = MakeFacade();
|
||||
Assert.False(mm.IsMovingTo());
|
||||
}
|
||||
|
||||
// ── HandleUpdateTarget — 0x00524790 (→ moveto) ──────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void HandleUpdateTarget_NullTolerant_AndFeedsMoveToDeferredStart()
|
||||
{
|
||||
var (mm, h, _) = MakeFacade();
|
||||
var info = new TargetInfo
|
||||
{
|
||||
ObjectId = 0x5000AAAAu,
|
||||
Status = TargetStatus.Ok,
|
||||
TargetPosition = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity),
|
||||
InterpolatedPosition = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity),
|
||||
};
|
||||
mm.HandleUpdateTarget(info); // no moveto yet — no throw
|
||||
|
||||
// The V2 "uninitialized type-6 stall": MoveToObject defers its node
|
||||
// build to the FIRST HandleUpdateTarget delivery.
|
||||
h.ContactValue = true;
|
||||
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
mm.PerformMovement(new MovementStruct
|
||||
{
|
||||
Type = MovementType.MoveToObject,
|
||||
ObjectId = 0x5000AAAAu,
|
||||
TopLevelId = 0x5000AAAAu,
|
||||
Pos = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity),
|
||||
Params = new MovementParameters(),
|
||||
});
|
||||
Assert.False(h.Manager.Initialized);
|
||||
|
||||
mm.HandleUpdateTarget(info);
|
||||
|
||||
Assert.True(h.Manager.Initialized);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,186 @@
|
|||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V1 — <c>MovementParameters::UnPackNet</c> (<c>0x0052ac50</c>, raw
|
||||
/// 308118-308205) factory semantics, per
|
||||
/// docs/research/2026-07-03-r4-moveto/r4-moveto-decomp.md §2g: the 7-dword
|
||||
/// MoveTo wire form is <c>bitfield, distance_to_object, min_distance,
|
||||
/// fail_distance, speed, walk_run_threshhold, desired_heading</c> — the SAME
|
||||
/// field order <c>UpdateMotion.TryParseMoveToPayload</c> already reads off
|
||||
/// the wire (UpdateMotion.cs:328-341). The A4 bitfield masks
|
||||
/// (W0-pins.md §A4) decode into the named bool properties; every bit not
|
||||
/// present on the wire bitfield resolves to false (UnPackNet fully
|
||||
/// overwrites the bitfield — no ctor-default bits survive).
|
||||
/// </summary>
|
||||
public sealed class MovementParametersFromWireTests
|
||||
{
|
||||
[Fact]
|
||||
public void FromWire_AllBitsSet_EveryFlagTrue()
|
||||
{
|
||||
var p = MovementParameters.FromWire(
|
||||
bitfield: 0x3FFFFu, // every A4 bit through 0x20000
|
||||
distanceToObject: 1f,
|
||||
minDistance: 2f,
|
||||
failDistance: 3f,
|
||||
speed: 4f,
|
||||
walkRunThreshhold: 5f,
|
||||
desiredHeading: 6f);
|
||||
|
||||
Assert.True(p.CanWalk);
|
||||
Assert.True(p.CanRun);
|
||||
Assert.True(p.CanSidestep);
|
||||
Assert.True(p.CanWalkBackwards);
|
||||
Assert.True(p.CanCharge);
|
||||
Assert.True(p.FailWalk);
|
||||
Assert.True(p.UseFinalHeading);
|
||||
Assert.True(p.Sticky);
|
||||
Assert.True(p.MoveAway);
|
||||
Assert.True(p.MoveTowards);
|
||||
Assert.True(p.UseSpheres);
|
||||
Assert.True(p.SetHoldKey);
|
||||
Assert.True(p.Autonomous);
|
||||
Assert.True(p.ModifyRawState);
|
||||
Assert.True(p.ModifyInterpretedState);
|
||||
Assert.True(p.CancelMoveTo);
|
||||
Assert.True(p.StopCompletelyFlag);
|
||||
Assert.True(p.DisableJumpDuringLink);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FromWire_ZeroBitfield_EveryFlagFalse_NoCtorDefaultsSurvive()
|
||||
{
|
||||
var p = MovementParameters.FromWire(
|
||||
bitfield: 0u,
|
||||
distanceToObject: 1f, minDistance: 2f, failDistance: 3f,
|
||||
speed: 4f, walkRunThreshhold: 5f, desiredHeading: 6f);
|
||||
|
||||
Assert.False(p.CanWalk);
|
||||
Assert.False(p.CanRun);
|
||||
Assert.False(p.CanSidestep);
|
||||
Assert.False(p.CanWalkBackwards);
|
||||
Assert.False(p.CanCharge);
|
||||
Assert.False(p.MoveTowards);
|
||||
Assert.False(p.UseSpheres);
|
||||
Assert.False(p.SetHoldKey);
|
||||
Assert.False(p.ModifyRawState);
|
||||
Assert.False(p.ModifyInterpretedState);
|
||||
Assert.False(p.CancelMoveTo);
|
||||
Assert.False(p.StopCompletelyFlag);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FromWire_CanChargeBit_DecodesIndependently()
|
||||
{
|
||||
// The wire bitfield carries can_charge 0x10 — the walk-vs-run answer
|
||||
// (feedback_autowalk_cancharge_bit). Verify it round-trips on its own.
|
||||
var p = MovementParameters.FromWire(
|
||||
bitfield: 0x10u,
|
||||
distanceToObject: 0f, minDistance: 0f, failDistance: 0f,
|
||||
speed: 0f, walkRunThreshhold: 0f, desiredHeading: 0f);
|
||||
|
||||
Assert.True(p.CanCharge);
|
||||
Assert.False(p.CanWalk);
|
||||
Assert.False(p.CanRun);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(0x1u)]
|
||||
[InlineData(0x2u)]
|
||||
[InlineData(0x4u)]
|
||||
[InlineData(0x8u)]
|
||||
[InlineData(0x10u)]
|
||||
[InlineData(0x20u)]
|
||||
[InlineData(0x40u)]
|
||||
[InlineData(0x80u)]
|
||||
[InlineData(0x100u)]
|
||||
[InlineData(0x200u)]
|
||||
[InlineData(0x400u)]
|
||||
[InlineData(0x800u)]
|
||||
[InlineData(0x1000u)]
|
||||
[InlineData(0x2000u)]
|
||||
[InlineData(0x4000u)]
|
||||
[InlineData(0x8000u)]
|
||||
[InlineData(0x10000u)]
|
||||
[InlineData(0x20000u)]
|
||||
public void FromWire_SingleBitMaskRoundTrips(uint mask)
|
||||
{
|
||||
var p = MovementParameters.FromWire(
|
||||
bitfield: mask,
|
||||
distanceToObject: 0f, minDistance: 0f, failDistance: 0f,
|
||||
speed: 0f, walkRunThreshhold: 0f, desiredHeading: 0f);
|
||||
|
||||
Assert.Equal(mask, ToBitfield(p));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FromWire_ScalarFields_CopiedInWireOrder()
|
||||
{
|
||||
var p = MovementParameters.FromWire(
|
||||
bitfield: 0u,
|
||||
distanceToObject: 1.5f,
|
||||
minDistance: 2.5f,
|
||||
failDistance: 3.5f,
|
||||
speed: 4.5f,
|
||||
walkRunThreshhold: 5.5f,
|
||||
desiredHeading: 6.5f);
|
||||
|
||||
Assert.Equal(1.5f, p.DistanceToObject);
|
||||
Assert.Equal(2.5f, p.MinDistance);
|
||||
Assert.Equal(3.5f, p.FailDistance);
|
||||
Assert.Equal(4.5f, p.Speed);
|
||||
Assert.Equal(5.5f, p.WalkRunThreshhold);
|
||||
Assert.Equal(6.5f, p.DesiredHeading);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FromWireTurnTo_ThreeDwordForm_LeavesDistanceFieldsAtDefault()
|
||||
{
|
||||
// TurnToObject/TurnToHeading wire form (0xc bytes, 3 dwords):
|
||||
// bitfield, speed, desired_heading only. distance_to_object /
|
||||
// min_distance / fail_distance / walk_run_threshhold are NOT on
|
||||
// this wire form — the factory overload must not touch them
|
||||
// (they keep the MovementParameters ctor defaults).
|
||||
var p = MovementParameters.FromWireTurnTo(
|
||||
bitfield: 0x2u, // can_run
|
||||
speed: 2f,
|
||||
desiredHeading: 90f);
|
||||
|
||||
Assert.True(p.CanRun);
|
||||
Assert.Equal(2f, p.Speed);
|
||||
Assert.Equal(90f, p.DesiredHeading);
|
||||
|
||||
// ctor defaults, untouched by the 3-dword form:
|
||||
Assert.Equal(0.6f, p.DistanceToObject);
|
||||
Assert.Equal(0f, p.MinDistance);
|
||||
Assert.Equal(float.MaxValue, p.FailDistance);
|
||||
Assert.Equal(15f, p.WalkRunThreshhold);
|
||||
}
|
||||
|
||||
private static uint ToBitfield(MovementParameters p)
|
||||
{
|
||||
uint bitfield = 0;
|
||||
if (p.CanWalk) bitfield |= 0x1;
|
||||
if (p.CanRun) bitfield |= 0x2;
|
||||
if (p.CanSidestep) bitfield |= 0x4;
|
||||
if (p.CanWalkBackwards) bitfield |= 0x8;
|
||||
if (p.CanCharge) bitfield |= 0x10;
|
||||
if (p.FailWalk) bitfield |= 0x20;
|
||||
if (p.UseFinalHeading) bitfield |= 0x40;
|
||||
if (p.Sticky) bitfield |= 0x80;
|
||||
if (p.MoveAway) bitfield |= 0x100;
|
||||
if (p.MoveTowards) bitfield |= 0x200;
|
||||
if (p.UseSpheres) bitfield |= 0x400;
|
||||
if (p.SetHoldKey) bitfield |= 0x800;
|
||||
if (p.Autonomous) bitfield |= 0x1000;
|
||||
if (p.ModifyRawState) bitfield |= 0x2000;
|
||||
if (p.ModifyInterpretedState) bitfield |= 0x4000;
|
||||
if (p.CancelMoveTo) bitfield |= 0x8000;
|
||||
if (p.StopCompletelyFlag) bitfield |= 0x10000;
|
||||
if (p.DisableJumpDuringLink) bitfield |= 0x20000;
|
||||
return bitfield;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,340 @@
|
|||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V1 — <c>MovementParameters::get_command</c> (<c>0x0052aa00</c>, raw
|
||||
/// 307946-308012), verbatim per
|
||||
/// docs/research/2026-07-03-r4-moveto/r4-moveto-decomp.md §5c. Covers the
|
||||
/// command/moving_away pick (plain-towards / plain-away / towards_and_away
|
||||
/// delegate) crossed with the walk-vs-run HoldKey cascade, INCLUDING the
|
||||
/// CanCharge 0x10 fast-path ACE dropped (feedback_autowalk_cancharge_bit)
|
||||
/// and the walk_run_threshhold ≤-vs-< edge (retail: dist - dto ≤
|
||||
/// threshold → walk; the raw's `test ah,0x41` is the inclusive ≤ reading,
|
||||
/// §5c @308003).
|
||||
/// </summary>
|
||||
public sealed class MovementParametersGetCommandTests
|
||||
{
|
||||
// ── plain TOWARDS (move_towards set, move_away clear) ─────────────────
|
||||
|
||||
[Fact]
|
||||
public void PlainTowards_DistGreaterThanDto_WalkForward_NotMovingAway()
|
||||
{
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f };
|
||||
// move_towards=true (default), move_away=false (default)
|
||||
|
||||
p.GetCommand(dist: 5f, headingDiff: 0f, out uint motion, out HoldKey holdKey, out bool movingAway);
|
||||
|
||||
Assert.Equal(MotionCommand.WalkForward, motion);
|
||||
Assert.False(movingAway);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PlainTowards_DistNotGreaterThanDto_Idle()
|
||||
{
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f };
|
||||
|
||||
p.GetCommand(dist: 0.6f, headingDiff: 0f, out uint motion, out _, out bool movingAway);
|
||||
|
||||
Assert.Equal(0u, motion);
|
||||
Assert.False(movingAway);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PlainTowards_DistLessThanDto_Idle()
|
||||
{
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f };
|
||||
|
||||
p.GetCommand(dist: 0.1f, headingDiff: 0f, out uint motion, out _, out _);
|
||||
|
||||
Assert.Equal(0u, motion);
|
||||
}
|
||||
|
||||
// ── pure AWAY (move_away set, move_towards clear) ─────────────────────
|
||||
|
||||
[Fact]
|
||||
public void PureAway_DistLessThanMinDistance_WalkForward_MovingAway()
|
||||
{
|
||||
var p = new MovementParameters
|
||||
{
|
||||
MoveTowards = false,
|
||||
MoveAway = true,
|
||||
MinDistance = 5f,
|
||||
};
|
||||
|
||||
p.GetCommand(dist: 2f, headingDiff: 0f, out uint motion, out _, out bool movingAway);
|
||||
|
||||
Assert.Equal(MotionCommand.WalkForward, motion);
|
||||
Assert.True(movingAway);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PureAway_DistNotLessThanMinDistance_Idle()
|
||||
{
|
||||
var p = new MovementParameters
|
||||
{
|
||||
MoveTowards = false,
|
||||
MoveAway = true,
|
||||
MinDistance = 5f,
|
||||
};
|
||||
|
||||
p.GetCommand(dist: 5f, headingDiff: 0f, out uint motion, out _, out bool movingAway);
|
||||
|
||||
Assert.Equal(0u, motion);
|
||||
Assert.False(movingAway);
|
||||
}
|
||||
|
||||
// ── towards_and_away delegate (both move_towards AND move_away set) ───
|
||||
|
||||
[Fact]
|
||||
public void TowardsAndAway_DistGreaterThanDto_DelegatesToWalkForwardTowards()
|
||||
{
|
||||
var p = new MovementParameters
|
||||
{
|
||||
MoveTowards = true,
|
||||
MoveAway = true,
|
||||
DistanceToObject = 0.6f,
|
||||
MinDistance = 0.2f,
|
||||
};
|
||||
|
||||
p.GetCommand(dist: 5f, headingDiff: 0f, out uint motion, out _, out bool movingAway);
|
||||
|
||||
Assert.Equal(MotionCommand.WalkForward, motion);
|
||||
Assert.False(movingAway);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TowardsAndAway_InsideMinBand_WalkBackwards_MovingAway()
|
||||
{
|
||||
var p = new MovementParameters
|
||||
{
|
||||
MoveTowards = true,
|
||||
MoveAway = true,
|
||||
DistanceToObject = 0.6f,
|
||||
MinDistance = 0.2f,
|
||||
};
|
||||
|
||||
// dist - min_distance < epsilon → inside the min band
|
||||
p.GetCommand(dist: 0.2f, headingDiff: 0f, out uint motion, out _, out bool movingAway);
|
||||
|
||||
Assert.Equal(MotionCommand.WalkBackward, motion);
|
||||
Assert.True(movingAway);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TowardsAndAway_InsideDeadband_Idle()
|
||||
{
|
||||
var p = new MovementParameters
|
||||
{
|
||||
MoveTowards = true,
|
||||
MoveAway = true,
|
||||
DistanceToObject = 0.6f,
|
||||
MinDistance = 0.2f,
|
||||
};
|
||||
|
||||
// strictly inside [min, dto] — neither band fires
|
||||
p.GetCommand(dist: 0.4f, headingDiff: 0f, out uint motion, out _, out _);
|
||||
|
||||
Assert.Equal(0u, motion);
|
||||
}
|
||||
|
||||
// ── neither towards nor away (both clear) — falls to plain-towards path ──
|
||||
|
||||
[Fact]
|
||||
public void NeitherTowardsNorAway_FallsToPlainTowardsBranch()
|
||||
{
|
||||
var p = new MovementParameters
|
||||
{
|
||||
MoveTowards = false,
|
||||
MoveAway = false,
|
||||
DistanceToObject = 0.6f,
|
||||
};
|
||||
|
||||
p.GetCommand(dist: 5f, headingDiff: 0f, out uint motion, out _, out bool movingAway);
|
||||
|
||||
Assert.Equal(MotionCommand.WalkForward, motion);
|
||||
Assert.False(movingAway);
|
||||
}
|
||||
|
||||
// ── walk-vs-run HoldKey cascade ────────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void HoldKey_CanChargeSet_AlwaysRun_FastPath()
|
||||
{
|
||||
// THE fast-path ACE dropped: can_charge (0x10) short-circuits
|
||||
// straight to HoldKey_Run regardless of distance/threshold.
|
||||
var p = new MovementParameters
|
||||
{
|
||||
CanCharge = true,
|
||||
CanRun = false, // even with can_run CLEAR
|
||||
CanWalk = true,
|
||||
WalkRunThreshhold = 15f,
|
||||
DistanceToObject = 0.6f,
|
||||
};
|
||||
|
||||
p.GetCommand(dist: 0.6f, headingDiff: 0f, out _, out HoldKey holdKey, out _);
|
||||
|
||||
Assert.Equal(HoldKey.Run, holdKey);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HoldKey_CanRunClear_AlwaysWalk_RegardlessOfDistance()
|
||||
{
|
||||
var p = new MovementParameters
|
||||
{
|
||||
CanCharge = false,
|
||||
CanRun = false,
|
||||
CanWalk = true,
|
||||
WalkRunThreshhold = 15f,
|
||||
DistanceToObject = 0.6f,
|
||||
};
|
||||
|
||||
p.GetCommand(dist: 1000f, headingDiff: 0f, out _, out HoldKey holdKey, out _);
|
||||
|
||||
Assert.Equal(HoldKey.None, holdKey);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HoldKey_CanRunSet_CanWalkClear_AlwaysRun_WalkIncapable()
|
||||
{
|
||||
// can_walk clear → the "close enough to walk" branch is skipped
|
||||
// entirely; walk-incapable movers always run when can_run is set.
|
||||
var p = new MovementParameters
|
||||
{
|
||||
CanCharge = false,
|
||||
CanRun = true,
|
||||
CanWalk = false,
|
||||
WalkRunThreshhold = 15f,
|
||||
DistanceToObject = 0.6f,
|
||||
};
|
||||
|
||||
p.GetCommand(dist: 0.6f, headingDiff: 0f, out _, out HoldKey holdKey, out _);
|
||||
|
||||
Assert.Equal(HoldKey.Run, holdKey);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HoldKey_CanRunAndCanWalk_WithinThreshold_Walk()
|
||||
{
|
||||
var p = new MovementParameters
|
||||
{
|
||||
CanCharge = false,
|
||||
CanRun = true,
|
||||
CanWalk = true,
|
||||
WalkRunThreshhold = 15f,
|
||||
DistanceToObject = 0.6f,
|
||||
};
|
||||
|
||||
// dist - dto = 10 <= 15 → walk
|
||||
p.GetCommand(dist: 10.6f, headingDiff: 0f, out _, out HoldKey holdKey, out _);
|
||||
|
||||
Assert.Equal(HoldKey.None, holdKey);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HoldKey_CanRunAndCanWalk_BeyondThreshold_Run()
|
||||
{
|
||||
var p = new MovementParameters
|
||||
{
|
||||
CanCharge = false,
|
||||
CanRun = true,
|
||||
CanWalk = true,
|
||||
WalkRunThreshhold = 15f,
|
||||
DistanceToObject = 0.6f,
|
||||
};
|
||||
|
||||
// dist - dto = 15.1 > 15 → run
|
||||
p.GetCommand(dist: 15.7f, headingDiff: 0f, out _, out HoldKey holdKey, out _);
|
||||
|
||||
Assert.Equal(HoldKey.Run, holdKey);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HoldKey_ThresholdEdge_ExactlyAtThreshold_IsInclusive_Walk()
|
||||
{
|
||||
// retail: (dist - distance_to_object) <= walk_run_threshhold → WALK.
|
||||
// The raw's `test ah,0x41` after `fcom` renders as an inclusive
|
||||
// "not greater than" (≤) — the boundary itself walks, not runs.
|
||||
var p = new MovementParameters
|
||||
{
|
||||
CanCharge = false,
|
||||
CanRun = true,
|
||||
CanWalk = true,
|
||||
WalkRunThreshhold = 15f,
|
||||
DistanceToObject = 0.6f,
|
||||
};
|
||||
|
||||
// dist - dto = exactly 15.0
|
||||
p.GetCommand(dist: 15.6f, headingDiff: 0f, out _, out HoldKey holdKey, out _);
|
||||
|
||||
Assert.Equal(HoldKey.None, holdKey);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HoldKey_ThresholdEdge_JustOverThreshold_Run()
|
||||
{
|
||||
var p = new MovementParameters
|
||||
{
|
||||
CanCharge = false,
|
||||
CanRun = true,
|
||||
CanWalk = true,
|
||||
WalkRunThreshhold = 15f,
|
||||
DistanceToObject = 0.6f,
|
||||
};
|
||||
|
||||
// dist - dto = 15.0 + epsilon
|
||||
p.GetCommand(dist: 15.600001f, headingDiff: 0f, out _, out HoldKey holdKey, out _);
|
||||
|
||||
Assert.Equal(HoldKey.Run, holdKey);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HoldKey_CanChargeSet_OverridesWalkIncapableAndThreshold()
|
||||
{
|
||||
// CanCharge fast-path wins even when every other flag would say walk.
|
||||
var p = new MovementParameters
|
||||
{
|
||||
CanCharge = true,
|
||||
CanRun = true,
|
||||
CanWalk = true,
|
||||
WalkRunThreshhold = 1000f, // would otherwise force walk
|
||||
DistanceToObject = 0.6f,
|
||||
};
|
||||
|
||||
p.GetCommand(dist: 0.6f, headingDiff: 0f, out _, out HoldKey holdKey, out _);
|
||||
|
||||
Assert.Equal(HoldKey.Run, holdKey);
|
||||
}
|
||||
|
||||
// ── the four capability quadrants × plain-towards distance bands ──────
|
||||
|
||||
[Theory]
|
||||
// (canRun, canWalk, canCharge, distBeyondThreshold) → expected HoldKey
|
||||
[InlineData(true, true, false, false, HoldKey.None)] // both capable, close → walk
|
||||
[InlineData(true, true, false, true, HoldKey.Run)] // both capable, far → run
|
||||
[InlineData(true, false, false, false, HoldKey.Run)] // run-only, close → still run (no walk branch)
|
||||
[InlineData(true, false, false, true, HoldKey.Run)] // run-only, far → run
|
||||
[InlineData(false, true, false, false, HoldKey.None)] // walk-only → always walk
|
||||
[InlineData(false, true, false, true, HoldKey.None)] // walk-only, far → still walk
|
||||
[InlineData(false, false, false, false, HoldKey.None)] // neither capable, no charge → walk (falls through)
|
||||
[InlineData(false, false, true, false, HoldKey.Run)] // can_charge alone → run regardless
|
||||
public void HoldKey_FourCapabilityQuadrants_MatchRetailCascade(
|
||||
bool canRun, bool canWalk, bool canCharge, bool distBeyondThreshold, HoldKey expected)
|
||||
{
|
||||
var p = new MovementParameters
|
||||
{
|
||||
CanRun = canRun,
|
||||
CanWalk = canWalk,
|
||||
CanCharge = canCharge,
|
||||
WalkRunThreshhold = 15f,
|
||||
DistanceToObject = 0.6f,
|
||||
};
|
||||
|
||||
float dist = distBeyondThreshold ? 20f : 5f; // 20-0.6=19.4>15 ; 5-0.6=4.4<=15
|
||||
p.GetCommand(dist, headingDiff: 0f, out _, out HoldKey holdKey, out _);
|
||||
|
||||
Assert.Equal(expected, holdKey);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,67 @@
|
|||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V1 — <c>MovementParameters::get_desired_heading</c> (<c>0x0052aad0</c>),
|
||||
/// PINNED by direct Ghidra decompile of <c>patchmem.gpr</c> (see
|
||||
/// docs/research/2026-07-03-r4-moveto/ghidra-confirmations.md §P2 — fetched
|
||||
/// live during V0, ACE-shaped constants CONFIRMED exact):
|
||||
/// <code>
|
||||
/// forward|run + towards → 0 forward|run + away → 180
|
||||
/// backward + towards → 180 backward + away → 0
|
||||
/// any other command → 0
|
||||
/// </code>
|
||||
/// </summary>
|
||||
public sealed class MovementParametersGetDesiredHeadingTests
|
||||
{
|
||||
[Theory]
|
||||
[InlineData(false, 0f)] // RunForward, towards → 0
|
||||
[InlineData(true, 180f)] // RunForward, away → 180
|
||||
public void RunForward_FourQuadrant(bool movingAway, float expected)
|
||||
{
|
||||
var p = new MovementParameters();
|
||||
float h = p.GetDesiredHeading(MotionCommand.RunForward, movingAway);
|
||||
Assert.Equal(expected, h);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(false, 0f)] // WalkForward, towards → 0
|
||||
[InlineData(true, 180f)] // WalkForward, away → 180
|
||||
public void WalkForward_FourQuadrant(bool movingAway, float expected)
|
||||
{
|
||||
var p = new MovementParameters();
|
||||
float h = p.GetDesiredHeading(MotionCommand.WalkForward, movingAway);
|
||||
Assert.Equal(expected, h);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(false, 180f)] // WalkBackward, towards → 180 (face the target while backing up)
|
||||
[InlineData(true, 0f)] // WalkBackward, away → 0
|
||||
public void WalkBackward_FourQuadrant(bool movingAway, float expected)
|
||||
{
|
||||
var p = new MovementParameters();
|
||||
float h = p.GetDesiredHeading(MotionCommand.WalkBackward, movingAway);
|
||||
Assert.Equal(expected, h);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(false)]
|
||||
[InlineData(true)]
|
||||
public void UnknownCommand_DefaultsToZero(bool movingAway)
|
||||
{
|
||||
var p = new MovementParameters();
|
||||
float h = p.GetDesiredHeading(MotionCommand.TurnRight, movingAway);
|
||||
Assert.Equal(0f, h);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ZeroCommand_DefaultsToZero()
|
||||
{
|
||||
var p = new MovementParameters();
|
||||
Assert.Equal(0f, p.GetDesiredHeading(0u, movingAway: false));
|
||||
Assert.Equal(0f, p.GetDesiredHeading(0u, movingAway: true));
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,112 @@
|
|||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R3-W1 — <c>MovementParameters</c> ctor-default pins. Oracle:
|
||||
/// docs/research/2026-07-02-r3-motioninterp/W0-pins.md §A4 (bitfield 0x1EE0F
|
||||
/// expansion) + r3-motioninterp-decomp.md §0 (scalar ctor, raw 300510-300534,
|
||||
/// 0x00524380). Every flag asserted individually against the retail
|
||||
/// 0x1EE0F default so a future bit-numbering slip fails loudly, plus the two
|
||||
/// ACE-divergence traps (CanCharge, WalkRunThreshhold) get dedicated tests.
|
||||
/// </summary>
|
||||
public sealed class MovementParametersTests
|
||||
{
|
||||
[Fact]
|
||||
public void Ctor_SetFlags_MatchRetail0x1EE0FExpansion()
|
||||
{
|
||||
var p = new MovementParameters();
|
||||
|
||||
// Bits SET in 0x1EE0F: 0x1,0x2,0x4,0x8,0x200,0x400,0x800,0x2000,0x4000,0x8000,0x10000
|
||||
Assert.True(p.CanWalk); // 0x1
|
||||
Assert.True(p.CanRun); // 0x2
|
||||
Assert.True(p.CanSidestep); // 0x4
|
||||
Assert.True(p.CanWalkBackwards); // 0x8
|
||||
Assert.True(p.MoveTowards); // 0x200
|
||||
Assert.True(p.UseSpheres); // 0x400
|
||||
Assert.True(p.SetHoldKey); // 0x800
|
||||
Assert.True(p.ModifyRawState); // 0x2000
|
||||
Assert.True(p.ModifyInterpretedState); // 0x4000
|
||||
Assert.True(p.CancelMoveTo); // 0x8000
|
||||
Assert.True(p.StopCompletelyFlag); // 0x10000
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Ctor_ClearFlags_MatchRetail0x1EE0FExpansion()
|
||||
{
|
||||
var p = new MovementParameters();
|
||||
|
||||
// Bits CLEAR in 0x1EE0F: 0x10,0x20,0x40,0x80,0x100,0x1000,0x20000
|
||||
Assert.False(p.CanCharge); // 0x10 — ACE-divergence trap
|
||||
Assert.False(p.FailWalk); // 0x20
|
||||
Assert.False(p.UseFinalHeading); // 0x40
|
||||
Assert.False(p.Sticky); // 0x80
|
||||
Assert.False(p.MoveAway); // 0x100
|
||||
Assert.False(p.Autonomous); // 0x1000
|
||||
Assert.False(p.DisableJumpDuringLink); // 0x20000
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Ctor_Bitfield_ReconstitutesExactly0x1EE0F()
|
||||
{
|
||||
var p = new MovementParameters();
|
||||
|
||||
uint bitfield = 0;
|
||||
if (p.CanWalk) bitfield |= 0x1;
|
||||
if (p.CanRun) bitfield |= 0x2;
|
||||
if (p.CanSidestep) bitfield |= 0x4;
|
||||
if (p.CanWalkBackwards) bitfield |= 0x8;
|
||||
if (p.CanCharge) bitfield |= 0x10;
|
||||
if (p.FailWalk) bitfield |= 0x20;
|
||||
if (p.UseFinalHeading) bitfield |= 0x40;
|
||||
if (p.Sticky) bitfield |= 0x80;
|
||||
if (p.MoveAway) bitfield |= 0x100;
|
||||
if (p.MoveTowards) bitfield |= 0x200;
|
||||
if (p.UseSpheres) bitfield |= 0x400;
|
||||
if (p.SetHoldKey) bitfield |= 0x800;
|
||||
if (p.Autonomous) bitfield |= 0x1000;
|
||||
if (p.ModifyRawState) bitfield |= 0x2000;
|
||||
if (p.ModifyInterpretedState) bitfield |= 0x4000;
|
||||
if (p.CancelMoveTo) bitfield |= 0x8000;
|
||||
if (p.StopCompletelyFlag) bitfield |= 0x10000;
|
||||
if (p.DisableJumpDuringLink) bitfield |= 0x20000;
|
||||
|
||||
Assert.Equal(0x1EE0Fu, bitfield);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Ctor_ScalarDefaults_MatchRetail()
|
||||
{
|
||||
var p = new MovementParameters();
|
||||
|
||||
Assert.Equal(0f, p.MinDistance);
|
||||
Assert.Equal(0.6f, p.DistanceToObject);
|
||||
Assert.Equal(float.MaxValue, p.FailDistance);
|
||||
Assert.Equal(0f, p.DesiredHeading);
|
||||
Assert.Equal(1f, p.Speed);
|
||||
// ACE-divergence trap: retail is 15.0, NOT ACE's 1.0.
|
||||
Assert.Equal(15f, p.WalkRunThreshhold);
|
||||
Assert.Equal(0u, p.ContextId);
|
||||
Assert.Equal(HoldKey.Invalid, p.HoldKeyToApply);
|
||||
Assert.Equal(0u, p.ActionStamp);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Ctor_CanCharge_DefaultsFalse_NotAceTrue()
|
||||
{
|
||||
// Dedicated regression test for the single highest-risk ACE trap:
|
||||
// ACE's MovementParameters.cs:58 sets CanCharge = true at construction.
|
||||
// Retail's 0x1EE0F has bit 0x10 CLEAR.
|
||||
var p = new MovementParameters();
|
||||
Assert.False(p.CanCharge);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Ctor_WalkRunThreshhold_Is15_NotAce1()
|
||||
{
|
||||
var p = new MovementParameters();
|
||||
Assert.Equal(15f, p.WalkRunThreshhold);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,84 @@
|
|||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V1 — <c>MovementParameters::towards_and_away</c> (<c>0x0052a9a0</c>,
|
||||
/// raw 307917-307942), verbatim per r4-moveto-decomp.md §5d. Three bands:
|
||||
/// beyond <c>distance_to_object</c> → WalkForward towards; inside the
|
||||
/// <c>min_distance</c> epsilon band → WalkBackwards away (no turn, unlike
|
||||
/// the pure-away branch in §5c which uses WalkForward+turn-around); strictly
|
||||
/// between → idle (cmd 0).
|
||||
/// </summary>
|
||||
public sealed class MovementParametersTowardsAndAwayTests
|
||||
{
|
||||
[Fact]
|
||||
public void DistGreaterThanDto_WalkForward_Towards()
|
||||
{
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f, MinDistance = 0.2f };
|
||||
|
||||
p.TowardsAndAway(dist: 5f, out uint cmd, out bool movingAway);
|
||||
|
||||
Assert.Equal(MotionCommand.WalkForward, cmd);
|
||||
Assert.False(movingAway);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DistExactlyAtDto_NotGreater_FallsToMinBandCheck()
|
||||
{
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f, MinDistance = 0.2f };
|
||||
|
||||
// dist == dto is NOT > dto, so falls through to the min-band test;
|
||||
// 0.6 - 0.2 = 0.4, not < epsilon → idle.
|
||||
p.TowardsAndAway(dist: 0.6f, out uint cmd, out _);
|
||||
|
||||
Assert.Equal(0u, cmd);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void InsideMinDistanceEpsilonBand_WalkBackwards_Away()
|
||||
{
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f, MinDistance = 0.2f };
|
||||
|
||||
// dist - min_distance < 0.000199999995f
|
||||
p.TowardsAndAway(dist: 0.2f, out uint cmd, out bool movingAway);
|
||||
|
||||
Assert.Equal(MotionCommand.WalkBackward, cmd);
|
||||
Assert.True(movingAway);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void InsideMinDistanceEpsilonBand_JustBelowEpsilon_StillWalkBackwards()
|
||||
{
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f, MinDistance = 0.2f };
|
||||
|
||||
p.TowardsAndAway(dist: 0.2f + 0.0001f, out uint cmd, out bool movingAway);
|
||||
|
||||
Assert.Equal(MotionCommand.WalkBackward, cmd);
|
||||
Assert.True(movingAway);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void StrictlyBetweenMinAndDto_Idle()
|
||||
{
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f, MinDistance = 0.2f };
|
||||
|
||||
p.TowardsAndAway(dist: 0.4f, out uint cmd, out bool movingAway);
|
||||
|
||||
Assert.Equal(0u, cmd);
|
||||
Assert.False(movingAway);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void JustOutsideMinBand_NotYetIdle_Idle()
|
||||
{
|
||||
var p = new MovementParameters { DistanceToObject = 0.6f, MinDistance = 0.2f };
|
||||
|
||||
// dist - min = 0.0003, just over epsilon (0.0002) → NOT in the min band → idle
|
||||
p.TowardsAndAway(dist: 0.2003f, out uint cmd, out _);
|
||||
|
||||
Assert.Equal(0u, cmd);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,108 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V1 — <see cref="MovementStruct"/> widening per r4-moveto-decomp.md §0
|
||||
/// (acclient.h:38069, struct #4067):
|
||||
/// <code>
|
||||
/// struct __cppobj MovementStruct
|
||||
/// {
|
||||
/// MovementTypes::Type type;
|
||||
/// unsigned int motion; // types 1-4 only
|
||||
/// unsigned int object_id; // types 6, 8
|
||||
/// unsigned int top_level_id; // types 6, 8
|
||||
/// Position pos; // type 7
|
||||
/// float radius; // type 6
|
||||
/// float height; // type 6
|
||||
/// MovementParameters *params; // types 1-4, 6-9
|
||||
/// };
|
||||
/// </code>
|
||||
/// Additive-only (M11, mechanical) — no consumer wires these fields yet;
|
||||
/// this test just pins the shape exists and round-trips.
|
||||
/// </summary>
|
||||
public sealed class MovementStructWideningTests
|
||||
{
|
||||
[Fact]
|
||||
public void ObjectId_TopLevelId_RoundTrip()
|
||||
{
|
||||
var mvs = new MovementStruct
|
||||
{
|
||||
Type = MovementType.MoveToObject,
|
||||
ObjectId = 0x50001234u,
|
||||
TopLevelId = 0x50005678u,
|
||||
};
|
||||
|
||||
Assert.Equal(0x50001234u, mvs.ObjectId);
|
||||
Assert.Equal(0x50005678u, mvs.TopLevelId);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Pos_RoundTrips_WorldPositionAndCell()
|
||||
{
|
||||
var pos = new Position(0x12340001u, new Vector3(10f, 20f, 3f), Quaternion.Identity);
|
||||
var mvs = new MovementStruct
|
||||
{
|
||||
Type = MovementType.MoveToPosition,
|
||||
Pos = pos,
|
||||
};
|
||||
|
||||
Assert.Equal(pos, mvs.Pos);
|
||||
Assert.Equal(0x12340001u, mvs.Pos.ObjCellId);
|
||||
Assert.Equal(new Vector3(10f, 20f, 3f), mvs.Pos.Frame.Origin);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Radius_Height_RoundTrip()
|
||||
{
|
||||
var mvs = new MovementStruct
|
||||
{
|
||||
Type = MovementType.MoveToObject,
|
||||
Radius = 0.75f,
|
||||
Height = 1.8f,
|
||||
};
|
||||
|
||||
Assert.Equal(0.75f, mvs.Radius);
|
||||
Assert.Equal(1.8f, mvs.Height);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Params_HoldsMovementParametersReference()
|
||||
{
|
||||
var p = new MovementParameters { CanCharge = true };
|
||||
var mvs = new MovementStruct
|
||||
{
|
||||
Type = MovementType.TurnToHeading,
|
||||
Params = p,
|
||||
};
|
||||
|
||||
Assert.Same(p, mvs.Params);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ExistingFields_Type_Motion_StillPresent_NoRegression()
|
||||
{
|
||||
// The pre-R4 fields (Type/Motion/Speed/Autonomous/ModifyInterpretedState/
|
||||
// ModifyRawState) must survive the widening untouched — R4 is
|
||||
// additive-only per the plan (M11, "no consumer changes").
|
||||
var mvs = new MovementStruct
|
||||
{
|
||||
Type = MovementType.RawCommand,
|
||||
Motion = 0x45000005u,
|
||||
Speed = 1.5f,
|
||||
Autonomous = true,
|
||||
ModifyInterpretedState = true,
|
||||
ModifyRawState = false,
|
||||
};
|
||||
|
||||
Assert.Equal(MovementType.RawCommand, mvs.Type);
|
||||
Assert.Equal(0x45000005u, mvs.Motion);
|
||||
Assert.Equal(1.5f, mvs.Speed);
|
||||
Assert.True(mvs.Autonomous);
|
||||
Assert.True(mvs.ModifyInterpretedState);
|
||||
Assert.False(mvs.ModifyRawState);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,33 @@
|
|||
using AcDream.Core.Physics;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R4-V1 — <see cref="MovementType"/> widening to retail's full
|
||||
/// <c>MovementTypes::Type</c> enum (acclient.h:2856, enum #229):
|
||||
/// <code>
|
||||
/// Invalid=0, RawCommand=1, InterpretedCommand=2, StopRawCommand=3,
|
||||
/// StopInterpretedCommand=4, StopCompletely=5, MoveToObject=6,
|
||||
/// MoveToPosition=7, TurnToObject=8, TurnToHeading=9
|
||||
/// </code>
|
||||
/// Mechanical, additive-only pin (M11) — the 1-5 values must not shift
|
||||
/// (they're already load-bearing in <c>MotionInterpreter.PerformMovement</c>'s
|
||||
/// switch).
|
||||
/// </summary>
|
||||
public sealed class MovementTypeWideningTests
|
||||
{
|
||||
[Theory]
|
||||
[InlineData(MovementType.Invalid, 0)]
|
||||
[InlineData(MovementType.RawCommand, 1)]
|
||||
[InlineData(MovementType.InterpretedCommand, 2)]
|
||||
[InlineData(MovementType.StopRawCommand, 3)]
|
||||
[InlineData(MovementType.StopInterpretedCommand, 4)]
|
||||
[InlineData(MovementType.StopCompletely, 5)]
|
||||
[InlineData(MovementType.MoveToObject, 6)]
|
||||
[InlineData(MovementType.MoveToPosition, 7)]
|
||||
[InlineData(MovementType.TurnToObject, 8)]
|
||||
[InlineData(MovementType.TurnToHeading, 9)]
|
||||
public void EnumValues_MatchRetailMovementTypesTypeTable(MovementType value, int expected)
|
||||
=> Assert.Equal(expected, (int)value);
|
||||
}
|
||||
|
|
@ -0,0 +1,114 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R5 conformance — <see cref="PositionManager"/> facade (retail
|
||||
/// 0x00555160-0x005553d0). Lazy sub-manager creation + fan-out. (Test class is
|
||||
/// suffixed "Facade" to read distinctly from the renamed
|
||||
/// <c>RemoteMotionCombiner</c> combiner tests.)
|
||||
/// </summary>
|
||||
public sealed class PositionManagerFacadeTests
|
||||
{
|
||||
private static (R5Host self, R5Host target, PositionManager pm) Setup()
|
||||
{
|
||||
var world = new Dictionary<uint, R5Host>();
|
||||
var self = new R5Host(10u, world);
|
||||
var target = new R5Host(20u, world);
|
||||
return (self, target, new PositionManager(self));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void UnStick_BeforeAnyStick_IsNoOp()
|
||||
{
|
||||
var (_, _, pm) = Setup();
|
||||
pm.UnStick(); // no sticky manager yet — must not throw
|
||||
Assert.Null(pm.Sticky);
|
||||
Assert.Equal(0u, pm.GetStickyObjectId());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void StickTo_LazilyCreatesSticky_AndForwards()
|
||||
{
|
||||
var (self, target, pm) = Setup();
|
||||
pm.StickTo(target.Id, radius: 0.5f, height: 1.0f);
|
||||
|
||||
Assert.NotNull(pm.Sticky);
|
||||
Assert.Equal(target.Id, pm.GetStickyObjectId());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void IsFullyConstrained_FalseWhenNoConstraintManager()
|
||||
{
|
||||
var (_, _, pm) = Setup();
|
||||
Assert.False(pm.IsFullyConstrained());
|
||||
Assert.Null(pm.Constraint);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ConstrainTo_LazilyCreatesConstraint()
|
||||
{
|
||||
var (self, _, pm) = Setup();
|
||||
self.SetOrigin(Vector3.Zero);
|
||||
pm.ConstrainTo(new Position(1u, new Vector3(5f, 0f, 0f), Quaternion.Identity), 2f, 10f);
|
||||
Assert.NotNull(pm.Constraint);
|
||||
Assert.True(pm.Constraint!.IsConstrained);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HandleUpdateTarget_ForwardsToSticky()
|
||||
{
|
||||
var (self, target, pm) = Setup();
|
||||
pm.StickTo(target.Id, 0.5f, 1.0f);
|
||||
|
||||
var tp = new Position(1u, new Vector3(2f, 0f, 0f), Quaternion.Identity);
|
||||
pm.HandleUpdateTarget(new TargetInfo(target.Id, TargetStatus.Ok, tp, tp));
|
||||
|
||||
Assert.True(pm.Sticky!.Initialized);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AdjustOffset_ChainsStickyThenConstraint()
|
||||
{
|
||||
var (self, target, pm) = Setup();
|
||||
self.Radius = 0.5f;
|
||||
self.MinterpMaxSpeed = 1.0f;
|
||||
self.InContact = true;
|
||||
|
||||
// Sticky toward +X: produces an offset the constraint then tapers.
|
||||
pm.StickTo(target.Id, 0.5f, 1.0f);
|
||||
target.SetOrigin(new Vector3(5f, 0f, 0f));
|
||||
var tp = new Position(1u, new Vector3(5f, 0f, 0f), Quaternion.Identity);
|
||||
pm.HandleUpdateTarget(new TargetInfo(target.Id, TargetStatus.Ok, tp, tp));
|
||||
|
||||
// Arm a constraint whose band tapers by 0.5.
|
||||
self.SetOrigin(Vector3.Zero);
|
||||
pm.ConstrainTo(new Position(1u, new Vector3(6f, 0f, 0f), Quaternion.Identity),
|
||||
startDistance: 2f, maxDistance: 10f); // offset 6 → taper (10-6)/(10-2)=0.5
|
||||
|
||||
var frame = new MotionDeltaFrame();
|
||||
pm.AdjustOffset(frame, quantum: 0.1);
|
||||
|
||||
// Sticky writes +0.5 X; constraint tapers by 0.5 → 0.25.
|
||||
Assert.Equal(0.25f, frame.Origin.X, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void UseTime_DrivesStickyTimeout()
|
||||
{
|
||||
var (self, target, pm) = Setup();
|
||||
self.CurTime = 100.0;
|
||||
pm.StickTo(target.Id, 0.5f, 1.0f); // deadline 101
|
||||
|
||||
// Strictly past the deadline (retail 0x00555626 keeps the stick AT
|
||||
// the deadline; teardown is `>` — ACE too).
|
||||
self.CurTime = 101.001;
|
||||
pm.UseTime();
|
||||
|
||||
Assert.Equal(0u, pm.GetStickyObjectId()); // unstuck
|
||||
}
|
||||
}
|
||||
98
tests/AcDream.Core.Tests/Physics/Motion/R5ManagerHarness.cs
Normal file
98
tests/AcDream.Core.Tests/Physics/Motion/R5ManagerHarness.cs
Normal file
|
|
@ -0,0 +1,98 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R5 conformance harness — a scriptable <see cref="IPhysicsObjHost"/> fake
|
||||
/// backed by a shared <see cref="World"/> so <see cref="GetObjectA"/> resolves
|
||||
/// OTHER hosts (the cross-entity seam the voyeur round-trip needs). Each host
|
||||
/// lazily owns a <see cref="TargetManager"/> and a <see cref="PositionManager"/>
|
||||
/// (the two R5 managers under test), and records every
|
||||
/// <see cref="HandleUpdateTarget"/> the managers fan out so tests can assert on
|
||||
/// delivery.
|
||||
///
|
||||
/// <para>Position/velocity/radius/contact/max-speed and both clocks are mutable
|
||||
/// fields tests drive directly (retail's <c>CPhysicsObj</c> accessors). The
|
||||
/// <c>set_target</c>/<c>clear_target</c>/<c>add_voyeur</c>/<c>remove_voyeur</c>/
|
||||
/// <c>receive_target_update</c> seams forward to the owned
|
||||
/// <see cref="TargetManager"/> exactly as retail's <c>CPhysicsObj</c> does.</para>
|
||||
/// </summary>
|
||||
internal sealed class R5Host : IPhysicsObjHost
|
||||
{
|
||||
public readonly Dictionary<uint, R5Host> World;
|
||||
|
||||
public R5Host(uint id, Dictionary<uint, R5Host> world)
|
||||
{
|
||||
Id = id;
|
||||
World = world;
|
||||
World[id] = this;
|
||||
}
|
||||
|
||||
// ── scriptable CPhysicsObj state ───────────────────────────────────────
|
||||
public uint Id { get; }
|
||||
public Position Position { get; set; } = new(1u, Vector3.Zero, Quaternion.Identity);
|
||||
public Vector3 Velocity { get; set; } = Vector3.Zero;
|
||||
public float Radius { get; set; } = 0.5f;
|
||||
public bool InContact { get; set; } = true;
|
||||
public float? MinterpMaxSpeed { get; set; } = 1.0f;
|
||||
public double CurTime { get; set; }
|
||||
public double PhysicsTimerTime { get; set; }
|
||||
|
||||
/// <summary>Set to false to simulate a target that isn't currently
|
||||
/// resolvable (out of streaming view) — <see cref="GetObjectA"/> returns
|
||||
/// null for it even while it's in <see cref="World"/>.</summary>
|
||||
public bool Resolvable { get; set; } = true;
|
||||
|
||||
// ── owned R5 managers ──────────────────────────────────────────────────
|
||||
private TargetManager? _targetManager;
|
||||
public TargetManager TargetManager => _targetManager ??= new TargetManager(this);
|
||||
public TargetManager? TargetManagerOrNull => _targetManager;
|
||||
|
||||
private PositionManager? _positionManager;
|
||||
public PositionManager PositionManager => _positionManager ??= new PositionManager(this);
|
||||
|
||||
// ── recorded fan-outs ──────────────────────────────────────────────────
|
||||
public readonly List<TargetInfo> HandleUpdateTargetCalls = new();
|
||||
public int InterruptCurrentMovementCalls;
|
||||
|
||||
// ── IPhysicsObjHost ────────────────────────────────────────────────────
|
||||
public IPhysicsObjHost? GetObjectA(uint id)
|
||||
=> World.TryGetValue(id, out var h) && h.Resolvable ? h : null;
|
||||
|
||||
public void HandleUpdateTarget(TargetInfo info)
|
||||
{
|
||||
HandleUpdateTargetCalls.Add(info);
|
||||
// Retail CPhysicsObj::HandleUpdateTarget also fans to the position
|
||||
// manager's sticky sub-manager (context 0). Mirror that so sticky tests
|
||||
// that rely on the full CPhysicsObj fan-out see the callback.
|
||||
if (info.ContextId == 0)
|
||||
_positionManager?.HandleUpdateTarget(info);
|
||||
}
|
||||
|
||||
public void InterruptCurrentMovement() => InterruptCurrentMovementCalls++;
|
||||
|
||||
public void SetTarget(uint contextId, uint objectId, float radius, double quantum)
|
||||
=> TargetManager.SetTarget(contextId, objectId, radius, quantum);
|
||||
|
||||
public void ClearTarget() => _targetManager?.ClearTarget();
|
||||
|
||||
public void ReceiveTargetUpdate(TargetInfo info) => _targetManager?.ReceiveUpdate(info);
|
||||
|
||||
public void AddVoyeur(uint watcherId, float radius, double quantum)
|
||||
=> TargetManager.AddVoyeur(watcherId, radius, quantum);
|
||||
|
||||
public void RemoveVoyeur(uint watcherId) => _targetManager?.RemoveVoyeur(watcherId);
|
||||
|
||||
// ── test helpers ───────────────────────────────────────────────────────
|
||||
public void SetOrigin(Vector3 origin)
|
||||
=> Position = new Position(Position.ObjCellId, origin, Position.Frame.Orientation);
|
||||
|
||||
public void AdvanceClocks(double seconds)
|
||||
{
|
||||
CurTime += seconds;
|
||||
PhysicsTimerTime += seconds;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,244 @@
|
|||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R3-W1 — action FIFO discipline + <c>ApplyMotion</c>/<c>RemoveMotion</c>
|
||||
/// field effects on <see cref="RawMotionState"/> (closes J2). Oracle:
|
||||
/// docs/research/named-retail/acclient_2013_pseudo_c.txt — verbatim bodies
|
||||
/// quoted in RawMotionState.cs doc comments:
|
||||
/// <c>RawMotionState::AddAction</c> (0x0051e840), <c>RemoveAction</c>
|
||||
/// (0x0051e8a0), <c>ApplyMotion</c> (0x0051eb60), <c>RemoveMotion</c>
|
||||
/// (0x0051e6e0).
|
||||
/// </summary>
|
||||
public sealed class RawMotionStateActionFifoTests
|
||||
{
|
||||
// ── AddAction / RemoveAction / GetNumActions FIFO discipline ──────────
|
||||
|
||||
[Fact]
|
||||
public void AddAction_AppendsInOrder()
|
||||
{
|
||||
var raw = new RawMotionState();
|
||||
raw.AddAction(0x1000004Bu, 1.0f, 1, autonomous: false);
|
||||
raw.AddAction(0x10000050u, 1.5f, 2, autonomous: true);
|
||||
|
||||
Assert.Equal(2, raw.Actions.Count);
|
||||
Assert.Equal((ushort)0x004Bu, raw.Actions[0].Command); // widened to ushort on wire, verified below
|
||||
Assert.Equal((ushort)0x0050u, raw.Actions[1].Command);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveAction_PopsHeadFirst_FifoOrder()
|
||||
{
|
||||
var raw = new RawMotionState();
|
||||
raw.AddAction(0x1000004Bu, 1.0f, 1, autonomous: false);
|
||||
raw.AddAction(0x10000050u, 1.5f, 2, autonomous: true);
|
||||
|
||||
uint first = raw.RemoveAction();
|
||||
uint second = raw.RemoveAction();
|
||||
|
||||
Assert.Equal(0x004Bu, first); // head popped first (FIFO)
|
||||
Assert.Equal(0x0050u, second);
|
||||
Assert.Empty(raw.Actions);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveAction_Empty_ReturnsZero()
|
||||
{
|
||||
var raw = new RawMotionState();
|
||||
Assert.Equal(0u, raw.RemoveAction());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AddAction_StoresSpeedStampAutonomous()
|
||||
{
|
||||
var raw = new RawMotionState();
|
||||
raw.AddAction(0x1000004Bu, speed: 2.5f, actionStamp: 0x7FFFu, autonomous: true);
|
||||
|
||||
var a = raw.Actions[0];
|
||||
Assert.Equal(2.5f, a.Speed);
|
||||
Assert.Equal((ushort)0x7FFFu, a.Stamp);
|
||||
Assert.True(a.Autonomous);
|
||||
}
|
||||
|
||||
// ── ApplyMotion field effects (0x0051eb60) ─────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void ApplyMotion_TurnRight_SetsTurnCommandAndSpeed_HonorsSetHoldKeyBit()
|
||||
{
|
||||
var raw = new RawMotionState();
|
||||
var p = new MovementParameters { Speed = 1.5f, SetHoldKey = true };
|
||||
|
||||
raw.ApplyMotion(0x6500000du, p); // TurnRight
|
||||
|
||||
Assert.Equal(0x6500000du, raw.TurnCommand);
|
||||
Assert.Equal(1.5f, raw.TurnSpeed);
|
||||
Assert.Equal(HoldKey.Invalid, raw.TurnHoldKey); // SetHoldKey bit set -> Invalid
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyMotion_TurnRight_SetHoldKeyClear_UsesHoldKeyToApply()
|
||||
{
|
||||
var raw = new RawMotionState();
|
||||
var p = new MovementParameters { Speed = 1.5f, SetHoldKey = false, HoldKeyToApply = HoldKey.Run };
|
||||
|
||||
raw.ApplyMotion(0x6500000du, p);
|
||||
|
||||
Assert.Equal(HoldKey.Run, raw.TurnHoldKey);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyMotion_SideStepRight_SetsSidestepCommandAndSpeed()
|
||||
{
|
||||
var raw = new RawMotionState();
|
||||
var p = new MovementParameters { Speed = 1.248f, SetHoldKey = true };
|
||||
|
||||
raw.ApplyMotion(0x6500000fu, p); // SideStepRight
|
||||
|
||||
Assert.Equal(0x6500000fu, raw.SidestepCommand);
|
||||
Assert.Equal(1.248f, raw.SidestepSpeed);
|
||||
Assert.Equal(HoldKey.Invalid, raw.SidestepHoldKey);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyMotion_ForwardClassMotion_SetsForwardCommandAndSpeed()
|
||||
{
|
||||
// WalkForward = 0x45000005 has bit 0x40000000 set (forward-class)
|
||||
// and is NOT 0x44000007 (RunForward) -> the write branch fires.
|
||||
var raw = new RawMotionState();
|
||||
var p = new MovementParameters { Speed = 1.0f, SetHoldKey = true };
|
||||
|
||||
raw.ApplyMotion(0x45000005u, p);
|
||||
|
||||
Assert.Equal(0x45000005u, raw.ForwardCommand);
|
||||
Assert.Equal(1.0f, raw.ForwardSpeed);
|
||||
Assert.Equal(HoldKey.Invalid, raw.ForwardHoldKey);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyMotion_RunForwardExactId_ForwardClassButExcluded_NoWrite()
|
||||
{
|
||||
// Verbatim retail quirk (0x0051eb60): arg2 == 0x44000007 (RunForward)
|
||||
// with the forward-class bit (0x40000000) set falls through BOTH
|
||||
// inner branches — no field write occurs. Port verbatim, not fixed.
|
||||
var raw = new RawMotionState();
|
||||
var before = raw.ForwardCommand;
|
||||
var p = new MovementParameters { Speed = 3.0f };
|
||||
|
||||
raw.ApplyMotion(0x44000007u, p);
|
||||
|
||||
Assert.Equal(before, raw.ForwardCommand); // untouched
|
||||
Assert.Equal(1.0f, raw.ForwardSpeed); // untouched (still ctor default)
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyMotion_StyleClassMotion_SetsCurrentStyleAndResetsForwardToReady()
|
||||
{
|
||||
// High bit set (>= 0x80000000) and current_style differs -> style branch.
|
||||
var raw = new RawMotionState { ForwardCommand = 0x45000005u };
|
||||
var p = new MovementParameters();
|
||||
|
||||
raw.ApplyMotion(0x80000042u, p);
|
||||
|
||||
Assert.Equal(0x41000003u, raw.ForwardCommand); // reset to Ready
|
||||
Assert.Equal(0x80000042u, raw.CurrentStyle);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyMotion_StyleClassMotion_SameAsCurrentStyle_NoOp()
|
||||
{
|
||||
var raw = new RawMotionState { CurrentStyle = 0x80000042u, ForwardCommand = 0x45000005u };
|
||||
var p = new MovementParameters();
|
||||
|
||||
raw.ApplyMotion(0x80000042u, p);
|
||||
|
||||
// current_style already equals arg2 -> the style branch's condition
|
||||
// (current_style != arg2) is false, so forward_command is untouched.
|
||||
Assert.Equal(0x45000005u, raw.ForwardCommand);
|
||||
Assert.Equal(0x80000042u, raw.CurrentStyle);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyMotion_ActionClassMotion_AddsAction()
|
||||
{
|
||||
// Outside turn/sidestep range, bit 0x40000000 clear, arg2 >= 0
|
||||
// (not style-class), bit 0x10000000 set -> AddAction.
|
||||
var raw = new RawMotionState();
|
||||
var p = new MovementParameters { Speed = 1.0f, ActionStamp = 42u, Autonomous = true };
|
||||
|
||||
raw.ApplyMotion(0x1000004Bu, p); // Jumpup action id
|
||||
|
||||
Assert.Single(raw.Actions);
|
||||
var a = raw.Actions[0];
|
||||
Assert.Equal((ushort)0x004Bu, a.Command);
|
||||
Assert.Equal(1.0f, a.Speed);
|
||||
Assert.Equal((ushort)42u, a.Stamp);
|
||||
Assert.True(a.Autonomous);
|
||||
}
|
||||
|
||||
// ── RemoveMotion field effects (0x0051e6e0) ────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void RemoveMotion_TurnRange_ClearsTurnCommand()
|
||||
{
|
||||
var raw = new RawMotionState { TurnCommand = 0x6500000du };
|
||||
raw.RemoveMotion(0x6500000du);
|
||||
Assert.Equal(0u, raw.TurnCommand);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveMotion_TurnLeftRange_ClearsTurnCommand()
|
||||
{
|
||||
var raw = new RawMotionState { TurnCommand = 0x6500000eu };
|
||||
raw.RemoveMotion(0x6500000eu);
|
||||
Assert.Equal(0u, raw.TurnCommand);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveMotion_SidestepRange_ClearsSidestepCommand()
|
||||
{
|
||||
var raw = new RawMotionState { SidestepCommand = 0x6500000fu };
|
||||
raw.RemoveMotion(0x6500000fu);
|
||||
Assert.Equal(0u, raw.SidestepCommand);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveMotion_ForwardClassMotion_MatchingCommand_ResetsToReady()
|
||||
{
|
||||
var raw = new RawMotionState { ForwardCommand = 0x45000005u, ForwardSpeed = 3.0f };
|
||||
raw.RemoveMotion(0x45000005u);
|
||||
|
||||
Assert.Equal(0x41000003u, raw.ForwardCommand);
|
||||
Assert.Equal(1f, raw.ForwardSpeed);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveMotion_ForwardClassMotion_NonMatchingCommand_NoOp()
|
||||
{
|
||||
var raw = new RawMotionState { ForwardCommand = 0x45000005u, ForwardSpeed = 3.0f };
|
||||
raw.RemoveMotion(0x44000007u); // different forward-class id
|
||||
|
||||
Assert.Equal(0x45000005u, raw.ForwardCommand); // untouched
|
||||
Assert.Equal(3.0f, raw.ForwardSpeed);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveMotion_StyleClassMotion_MatchingCurrentStyle_ResetsToNonCombat()
|
||||
{
|
||||
var raw = new RawMotionState { CurrentStyle = 0x80000042u };
|
||||
raw.RemoveMotion(0x80000042u);
|
||||
|
||||
Assert.Equal(0x8000003du, raw.CurrentStyle); // reset to NonCombat
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveMotion_StyleClassMotion_NonMatchingCurrentStyle_NoOp()
|
||||
{
|
||||
var raw = new RawMotionState { CurrentStyle = 0x80000042u };
|
||||
raw.RemoveMotion(0x80000099u); // different style id
|
||||
|
||||
Assert.Equal(0x80000042u, raw.CurrentStyle); // untouched
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,105 @@
|
|||
using System;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using AcDream.Core.Physics;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// #170 drain-chain conformance: a stance-change UM's completion must flow
|
||||
// CSequence link-anim completion → AnimDone hook → ConsumePendingHooks →
|
||||
// MotionTableManager.AnimationDone countdown → MotionDoneTarget →
|
||||
// CMotionInterp.MotionDone pop, fully emptying BOTH queues (retail cdb
|
||||
// invariant: add_to_queue == MotionDone).
|
||||
//
|
||||
// History: the first harness run wedged here EXACTLY like the live #170
|
||||
// signature ([drainq] q=[0x8000003C ...] stuck) — because the harness body
|
||||
// was unseeded (InWorld=false), so the TS-40 detached-object guard stripped
|
||||
// every dispatched transition link while the manager kept counting its ticks.
|
||||
// With the live-faithful RemoteMotion construction the chain drains in ~1 s.
|
||||
// Kept as the regression pin for that whole chain (and as the canonical
|
||||
// demonstration of what a link-strip-without-tick-zeroing wedge looks like).
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
public sealed class RemoteChaseDrainBisectTests
|
||||
{
|
||||
private readonly ITestOutputHelper _out;
|
||||
public RemoteChaseDrainBisectTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
[Fact]
|
||||
public void StanceChange_DrainChain_TickByTick()
|
||||
{
|
||||
var h = new RemoteChaseHarness();
|
||||
|
||||
// settle spawn
|
||||
for (int i = 0; i < 30; i++) h.Tick();
|
||||
DumpState(h, "pre-stance");
|
||||
|
||||
h.UmInterpreted(RemoteChaseHarness.Combat, RemoteChaseHarness.Ready);
|
||||
DumpState(h, "post-UM (t=0)");
|
||||
|
||||
for (int i = 1; i <= 90; i++)
|
||||
{
|
||||
TickWithHookTrace(h, i);
|
||||
if (i % 6 == 0 || i <= 3)
|
||||
DumpState(h, $"tick {i} (t={i / 60f:F2})");
|
||||
if (!h.Interp.MotionsPending() && h.Seq.Manager.PendingAnimations.Any() == false)
|
||||
{
|
||||
DumpState(h, $"DRAINED at tick {i}");
|
||||
return; // chain healthy
|
||||
}
|
||||
}
|
||||
|
||||
DumpState(h, "END — still wedged");
|
||||
Assert.Fail("drain chain wedged after stance UM — see output for where");
|
||||
}
|
||||
|
||||
private void TickWithHookTrace(RemoteChaseHarness h, int i)
|
||||
{
|
||||
// Replicate RemoteChaseHarness.Tick but with hook visibility: we call
|
||||
// the same phases, intercepting the hook list.
|
||||
h.Now += RemoteChaseHarness.Dt;
|
||||
h.Mgr.UseTime();
|
||||
if (h.Body.OnWalkable)
|
||||
h.Body.set_local_velocity(h.Interp.get_state_velocity(), false);
|
||||
|
||||
h.Seq.Advance(RemoteChaseHarness.Dt);
|
||||
var hooks = h.Seq.ConsumePendingHooks();
|
||||
if (hooks.Count > 0)
|
||||
{
|
||||
var sb = new StringBuilder();
|
||||
sb.Append(FormattableString.Invariant($"tick {i}: hooks=["));
|
||||
for (int k = 0; k < hooks.Count; k++)
|
||||
{
|
||||
if (k > 0) sb.Append(", ");
|
||||
sb.Append(hooks[k]?.GetType().Name ?? "null");
|
||||
}
|
||||
sb.Append(']');
|
||||
_out.WriteLine(sb.ToString());
|
||||
}
|
||||
for (int k = 0; k < hooks.Count; k++)
|
||||
{
|
||||
if (hooks[k] is DatReaderWriter.Types.AnimationDoneHook)
|
||||
h.Seq.Manager.AnimationDone(success: true);
|
||||
}
|
||||
h.Seq.Manager.UseTime();
|
||||
}
|
||||
|
||||
private void DumpState(RemoteChaseHarness h, string tag)
|
||||
{
|
||||
var mgrQ = string.Join(" ", h.Seq.Manager.PendingAnimations
|
||||
.Select(p => FormattableString.Invariant($"(0x{p.Motion:X8},t={p.NumAnims})")));
|
||||
var core = h.Seq.Core;
|
||||
var seqList = new StringBuilder();
|
||||
for (var n = core.AnimList.First; n is not null; n = n.Next)
|
||||
{
|
||||
if (seqList.Length > 0) seqList.Append(',');
|
||||
seqList.Append(FormattableString.Invariant($"fr={n.Value.Framerate:F0}"));
|
||||
if (ReferenceEquals(n, core.FirstCyclicNode)) seqList.Append('*');
|
||||
if (ReferenceEquals(n, core.CurrAnimNode)) seqList.Append('^');
|
||||
}
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"[{tag}] interpPending={h.Interp.MotionsPending()} mgrQ=[{mgrQ}] counter={h.Seq.Manager.AnimationCounter} seq=[{seqList}] frame={core.FrameNumber:F1} substate=0x{h.Seq.Manager.State.Substate:X8} style=0x{h.Seq.Manager.State.Style:X8}"));
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,960 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using System.Text;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Types;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
|
||||
using DRWMotionCommand = DatReaderWriter.Enums.MotionCommand;
|
||||
using CorePosition = AcDream.Core.Physics.Position;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// #170 "sustain the run" — full-stack remote-chase harness.
|
||||
//
|
||||
// The R4-V2 MoveToManagerHarness scripts Heading directly (setHeading writes
|
||||
// the scalar) and drains pending_motions synthetically, so the two legs where
|
||||
// the live #170 residual actually lives have ZERO coverage:
|
||||
//
|
||||
// 1. the PHYSICAL turn: _DoMotion(TurnRight) → MotionTableDispatchSink.
|
||||
// TurnApplied → ObservedOmega → per-tick quaternion integration →
|
||||
// MoveToMath.GetHeading → HandleTurnToHeading's HeadingGreater test;
|
||||
// 2. the REAL drain: MotionTableManager pending_animations countdown fed by
|
||||
// CSequence AnimDone hooks (link-anim completions), popping
|
||||
// CMotionInterp.pending_motions via the MotionDoneTarget seam.
|
||||
//
|
||||
// This harness wires a real MotionInterpreter + AnimationSequencer +
|
||||
// MotionTableDispatchSink + MoveToManager EXACTLY like GameWindow's
|
||||
// EnsureRemoteMotionBindings (GameWindow.cs:4251) and ticks them in
|
||||
// GameWindow.TickAnimations' per-entity order for the grounded branch=MOVETO
|
||||
// path (GameWindow.cs:9697 HandleTargetting → 9994 TickRemoteMoveTo →
|
||||
// 10024 get_state_velocity refresh → 10050 manual omega integration →
|
||||
// 10247 Sequencer.Advance → 10306 AnimationDone per AnimDoneHook →
|
||||
// 10309 Manager.UseTime). Wire events (aggro stance UM, mt-6 arms, attack
|
||||
// UMs) replay the exact live sequence captured in launch-drainq.log
|
||||
// (2026-07-04, guid 0x80000BE5, Mite Scamp chasing the fleeing player).
|
||||
//
|
||||
// Retail acceptance bar (live cdb, 2026-07-04 session): BeginMoveForward ≈
|
||||
// MoveToObject arms (21/22), pending_motions add == MotionDone exactly, the
|
||||
// chase turn completes within a couple of seconds and the run SUSTAINS
|
||||
// between attack swings.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
internal sealed class ChaseLoader : IAnimationLoader
|
||||
{
|
||||
private readonly Dictionary<uint, Animation> _anims = new();
|
||||
public void Register(uint id, Animation anim) => _anims[id] = anim;
|
||||
public Animation? LoadAnimation(uint id) =>
|
||||
_anims.TryGetValue(id, out var a) ? a : null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The full-stack per-entity pipeline replica. Field-for-field mirror of the
|
||||
/// GameWindow wiring for one grounded remote NPC (branch=MOVETO), plus a
|
||||
/// scripted stand-in for the TargetManager voyeur delivery (SetTarget →
|
||||
/// synchronous first delivery + one delivery per quantum thereafter — the
|
||||
/// live cadence observed in launch-drainq.log: HandleUpdateTarget directly
|
||||
/// after the arm, then sparse).
|
||||
/// </summary>
|
||||
internal sealed class RemoteChaseHarness
|
||||
{
|
||||
// Styles / substates (full command words, as the wire produces them).
|
||||
public const uint NonCombat = 0x8000003Du;
|
||||
public const uint Combat = 0x8000003Cu; // the aggro stance in the live capture
|
||||
public const uint Ready = 0x41000003u;
|
||||
public const uint Walk = 0x45000005u;
|
||||
public const uint Run = 0x44000007u;
|
||||
public const uint TurnRight = 0x6500000Du;
|
||||
public const uint AttackAction = 0x10000063u; // one of the live scamp swings
|
||||
|
||||
public const uint CreatureGuid = 0x80000BE5u;
|
||||
public const uint PlayerGuid = 0x5000000Au;
|
||||
|
||||
public const float Dt = 1f / 60f;
|
||||
|
||||
// R5-V3 (#171): setup cylsphere radii for the sticky/UseSpheres scenarios
|
||||
// (GameWindow threads the real values via GetSetupCylinder; these are
|
||||
// creature-typical stand-ins).
|
||||
public const float OwnRadius = 0.3f;
|
||||
public const float StickyTargetRadius = 0.5f;
|
||||
|
||||
// Field-for-field mirror of GameWindow's RemoteMotion construction
|
||||
// (GameWindow.cs:592-618): Contact+OnWalkable+Active, InWorld=true (the
|
||||
// R4-V5 door fix — without it the interp's detached-object guard strips
|
||||
// every dispatched transition link), and the R4-V5 #160 RemoteWeenie
|
||||
// (null weenie degrades run-rate to 1.0).
|
||||
public readonly PhysicsBody Body = new()
|
||||
{
|
||||
State = PhysicsStateFlags.ReportCollisions,
|
||||
TransientState = TransientStateFlags.Contact
|
||||
| TransientStateFlags.OnWalkable
|
||||
| TransientStateFlags.Active,
|
||||
InWorld = true,
|
||||
};
|
||||
public readonly MotionInterpreter Interp;
|
||||
public readonly AnimationSequencer Seq;
|
||||
public readonly MotionTableDispatchSink Sink;
|
||||
|
||||
/// <summary>R5-V5: GameWindow's RemoteMotion.Movement twin — the ONE
|
||||
/// per-entity MovementManager facade owning Interp + the MoveToManager
|
||||
/// (retail CPhysicsObj::movement_manager).</summary>
|
||||
public readonly MovementManager Movement;
|
||||
|
||||
/// <summary>The moveto child view (RemoteMotion.MoveTo twin) — non-null
|
||||
/// after the ctor's MakeMoveToManager, kept so test bodies read
|
||||
/// unchanged.</summary>
|
||||
public MoveToManager Mgr => Movement.MoveTo!;
|
||||
|
||||
/// <summary>R5-V3 (#171): the creature's PositionManager facade — the
|
||||
/// EntityPhysicsHost-owned twin (GameWindow binds MoveToManager.StickTo/
|
||||
/// Unstick + MotionInterpreter.UnstickFromObject to it and drives
|
||||
/// AdjustOffset/UseTime per tick).</summary>
|
||||
public readonly PositionManager Pm;
|
||||
private readonly CreatureHost _creatureHost;
|
||||
private readonly TargetHost _playerHost;
|
||||
|
||||
/// <summary>GameWindow's RemoteMotion.ObservedOmega twin.</summary>
|
||||
public Vector3 ObservedOmega;
|
||||
|
||||
/// <summary>Scripted player (chase target) world position.</summary>
|
||||
public Vector3 PlayerPos;
|
||||
public Vector3 PlayerVelocity;
|
||||
|
||||
// Scripted targeting stand-in (GameWindow: EntityPhysicsHost/TargetManager).
|
||||
private bool _targetArmed;
|
||||
private double _lastDeliveryTime = double.NegativeInfinity;
|
||||
private double _quantum = 0.5;
|
||||
public double Now;
|
||||
|
||||
// Counters (the live-probe equivalents).
|
||||
public int BeginTurnBlocked;
|
||||
public int BeginTurnUnblocked;
|
||||
public int RunInstalls; // substate transitions INTO RunForward/Walk fwd
|
||||
public int TicksInRun;
|
||||
public int TicksInWalkFwd;
|
||||
public int TotalTicks;
|
||||
public int MaxRunStreak;
|
||||
private int _runStreak;
|
||||
private uint _prevSubstate;
|
||||
|
||||
public readonly List<string> Trace = new();
|
||||
private readonly ITestOutputHelper? _log;
|
||||
|
||||
public RemoteChaseHarness(ITestOutputHelper? log = null)
|
||||
{
|
||||
_log = log;
|
||||
var (setup, mtable, loader) = BuildFixture();
|
||||
Seq = new AnimationSequencer(setup, mtable, loader);
|
||||
|
||||
// ── GameWindow spawn path (OnLiveEntitySpawnedLocked ~3781) ──
|
||||
Seq.InitializeState();
|
||||
Seq.SetCycle(NonCombat, Ready);
|
||||
|
||||
Body.Orientation = MoveToMath.SetHeading(Quaternion.Identity, 0f); // face North
|
||||
Interp = new MotionInterpreter(Body)
|
||||
{
|
||||
WeenieObj = new RemoteWeenie(),
|
||||
};
|
||||
|
||||
// ── EnsureRemoteMotionBindings (GameWindow.cs:4251) verbatim ──
|
||||
Sink = new MotionTableDispatchSink(Seq)
|
||||
{
|
||||
TurnApplied = (turnMotion, turnSpeed) =>
|
||||
{
|
||||
float signed = (turnMotion & 0xFFu) == 0x0E
|
||||
? -MathF.Abs(turnSpeed)
|
||||
: turnSpeed;
|
||||
ObservedOmega = new Vector3(0f, 0f, -(MathF.PI / 2f) * signed);
|
||||
},
|
||||
TurnStopped = () => ObservedOmega = Vector3.Zero,
|
||||
};
|
||||
Interp.DefaultSink = Sink;
|
||||
// #174: production binds the seam to Manager.HandleEnterWorld
|
||||
// (strip + full queue drain, retail 0x0050fe20 → 0x0051bdd0) —
|
||||
// the bare sequence strip orphaned pending manager nodes.
|
||||
Interp.RemoveLinkAnimations = () => Seq.Manager.HandleEnterWorld();
|
||||
Interp.InitializeMotionTables = () => Seq.Manager.InitializeState();
|
||||
Interp.CheckForCompletedMotions = Seq.Manager.CheckForCompletedMotions;
|
||||
|
||||
// ── R5-V5: the MovementManager facade owns Interp + the moveto —
|
||||
// GameWindow's RemoteMotion ctor + EnsureRemoteMotionBindings
|
||||
// factory shape verbatim (sticky binds inside the factory;
|
||||
// MakeMoveToManager after the host/Pm exist). ──
|
||||
Movement = new MovementManager(Interp)
|
||||
{
|
||||
MoveToFactory = () =>
|
||||
{
|
||||
var mtm = new MoveToManager(
|
||||
Interp,
|
||||
stopCompletely: () => Interp.StopCompletely(),
|
||||
getPosition: () => new CorePosition(1u, Body.Position, Body.Orientation),
|
||||
getHeading: () => MoveToMath.GetHeading(Body.Orientation),
|
||||
setHeading: (h, _) => Body.Orientation =
|
||||
MoveToMath.SetHeading(Body.Orientation, h),
|
||||
getOwnRadius: () => OwnRadius,
|
||||
getOwnHeight: () => 1f,
|
||||
contact: () => Body.OnWalkable,
|
||||
isInterpolating: () => false,
|
||||
getVelocity: () => Body.Velocity,
|
||||
getSelfId: () => CreatureGuid,
|
||||
setTarget: (ctx, tlid, radius, q) =>
|
||||
{
|
||||
_targetArmed = tlid == PlayerGuid;
|
||||
// TargetManager delivers the FIRST info synchronously on
|
||||
// SetTarget (live log: HandleUpdateTarget printed directly
|
||||
// after the arm, same network phase).
|
||||
DeliverTargetInfo();
|
||||
},
|
||||
clearTarget: () => _targetArmed = false,
|
||||
getTargetQuantum: () => _quantum,
|
||||
setTargetQuantum: q => _quantum = q,
|
||||
curTime: () => Now);
|
||||
// R5-V3 (#171) sticky seam binds (BeginNextNode arrival
|
||||
// StickTo @0x00529d3a, PerformMovement-head Unstick).
|
||||
mtm.StickTo = (tlid, radius, height) => Pm.StickTo(tlid, radius, height);
|
||||
mtm.Unstick = Pm.UnStick;
|
||||
return mtm;
|
||||
},
|
||||
};
|
||||
|
||||
// TS-36: interrupt_current_movement → MovementManager::CancelMoveTo
|
||||
// (the facade relay 0x005241b0) — EnsureRemoteMotionBindings twin.
|
||||
Interp.InterruptCurrentMovement =
|
||||
() => Movement.CancelMoveTo(WeenieError.ActionCancelled);
|
||||
|
||||
// ── R5-V3 (#171): the PositionManager/sticky wiring — GameWindow's
|
||||
// V3 additions verbatim: host-owned facade + the UM-funnel-head
|
||||
// unstick_from_object bind; then MakeMoveToManager (0x00524000)
|
||||
// invokes the factory above, mirroring the production bind order. ──
|
||||
_playerHost = new TargetHost(this);
|
||||
_creatureHost = new CreatureHost(this);
|
||||
Pm = new PositionManager(_creatureHost);
|
||||
Movement.MakeMoveToManager();
|
||||
Interp.UnstickFromObject = Pm.UnStick;
|
||||
|
||||
// ── The anim-loop MotionDone binding (GameWindow.cs:10266) ──
|
||||
Seq.MotionDoneTarget = (m, ok) => Interp.MotionDone(m, ok);
|
||||
|
||||
_prevSubstate = Seq.Manager.State.Substate;
|
||||
}
|
||||
|
||||
// ── Wire events ─────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>mt-0 UM (funnel apply): interrupt + unstick head, then
|
||||
/// MoveToInterpretedState — GameWindow.cs:4893 + 5008.</summary>
|
||||
public void UmInterpreted(uint stance, uint forward, float forwardSpeed = 1f,
|
||||
params InboundMotionAction[] actions)
|
||||
{
|
||||
Interp.InterruptCurrentMovement?.Invoke();
|
||||
Interp.UnstickFromObject?.Invoke();
|
||||
|
||||
var ims = new InboundInterpretedState
|
||||
{
|
||||
CurrentStyle = stance,
|
||||
ForwardCommand = forward,
|
||||
ForwardSpeed = forwardSpeed,
|
||||
SideStepCommand = 0u,
|
||||
SideStepSpeed = 1f,
|
||||
TurnCommand = 0u,
|
||||
TurnSpeed = 1f,
|
||||
};
|
||||
if (actions.Length > 0)
|
||||
ims.Actions = new List<InboundMotionAction>(actions);
|
||||
|
||||
Interp.MoveToInterpretedState(ims, Sink);
|
||||
}
|
||||
|
||||
/// <summary>mt-6 UM (MoveToObject arm): interrupt + unstick head, then the
|
||||
/// RouteServerMoveTo MovementStruct — GameWindow.cs:4483-4508. Params match
|
||||
/// the live scamp chase (spd 2.08, threshold 15, object distance 0.6).</summary>
|
||||
public void UmMoveToObject(
|
||||
float speed = 2.08f,
|
||||
float distanceToObject = 0.6f,
|
||||
float walkRunThreshold = 15f,
|
||||
bool sticky = false,
|
||||
bool useSpheres = false,
|
||||
float targetRadius = 0f,
|
||||
float targetHeight = 0f,
|
||||
uint wireStance = 0u)
|
||||
{
|
||||
Interp.InterruptCurrentMovement?.Invoke();
|
||||
Interp.UnstickFromObject?.Invoke();
|
||||
|
||||
// R5-V4a: the unpack_movement HEAD style-on-change (GameWindow's
|
||||
// routing-head mirror — 0x00524440 @00524502-0052452c): fires for
|
||||
// EVERY movement type, BEFORE the type routing, on CHANGE only.
|
||||
if (wireStance != 0u)
|
||||
{
|
||||
uint wireStyle = 0x80000000u | wireStance;
|
||||
if (Interp.InterpretedState.CurrentStyle != wireStyle)
|
||||
Interp.DoMotion(wireStyle, new MovementParameters());
|
||||
}
|
||||
|
||||
var mp = new MovementParameters
|
||||
{
|
||||
CanWalk = true,
|
||||
CanRun = true,
|
||||
CanCharge = true,
|
||||
CanSidestep = false,
|
||||
CanWalkBackwards = false,
|
||||
Speed = speed,
|
||||
DistanceToObject = distanceToObject,
|
||||
WalkRunThreshhold = walkRunThreshold,
|
||||
FailDistance = float.MaxValue,
|
||||
// R5-V3 (#171): ACE arms every melee chase Sticky + UseSpheres
|
||||
// (Monster_Navigation.cs:406-419; UseSpheres is the ACE default).
|
||||
Sticky = sticky,
|
||||
UseSpheres = useSpheres,
|
||||
};
|
||||
var ms = new MovementStruct
|
||||
{
|
||||
Type = MovementType.MoveToObject,
|
||||
ObjectId = PlayerGuid,
|
||||
TopLevelId = PlayerGuid,
|
||||
Pos = new CorePosition(1u, PlayerPos, Quaternion.Identity),
|
||||
Params = mp,
|
||||
// R5-V3: the RouteServerMoveTo radius threading twin — retail
|
||||
// reads the TARGET's PartArray radius/height at the call site.
|
||||
Radius = targetRadius,
|
||||
Height = targetHeight,
|
||||
};
|
||||
// R5-V5: RouteServerMoveTo twin — through the facade
|
||||
// (MovementManager::PerformMovement 0x005240d0).
|
||||
Movement.PerformMovement(ms);
|
||||
}
|
||||
|
||||
private void DeliverTargetInfo()
|
||||
{
|
||||
if (!_targetArmed) return;
|
||||
_lastDeliveryTime = Now;
|
||||
var pos = new CorePosition(1u, PlayerPos, Quaternion.Identity);
|
||||
var info = new TargetInfo
|
||||
{
|
||||
ObjectId = PlayerGuid,
|
||||
Status = TargetStatus.Ok,
|
||||
TargetPosition = pos,
|
||||
InterpolatedPosition = pos,
|
||||
};
|
||||
// R5-V3 fan order (EntityPhysicsHost.HandleUpdateTarget — retail
|
||||
// CPhysicsObj::HandleUpdateTarget 0x00512bc0): the MovementManager
|
||||
// relay (@0x00512bf0 → moveto) first, then PositionManager (the
|
||||
// sticky consumer).
|
||||
Movement.HandleUpdateTarget(info);
|
||||
Pm.HandleUpdateTarget(info);
|
||||
}
|
||||
|
||||
// ── R5-V3 (#171): the IPhysicsObjHost twins of GameWindow's
|
||||
// EntityPhysicsHost (creature side) and ResolvePhysicsHost's minimal
|
||||
// target host (player side). ──
|
||||
|
||||
private sealed class CreatureHost : IPhysicsObjHost
|
||||
{
|
||||
private readonly RemoteChaseHarness _h;
|
||||
public CreatureHost(RemoteChaseHarness h) => _h = h;
|
||||
public uint Id => CreatureGuid;
|
||||
public CorePosition Position => new(1u, _h.Body.Position, _h.Body.Orientation);
|
||||
public Vector3 Velocity => _h.Body.Velocity;
|
||||
public float Radius => OwnRadius;
|
||||
public bool InContact => _h.Body.OnWalkable;
|
||||
public float? MinterpMaxSpeed => _h.Interp.GetMaxSpeed();
|
||||
public double CurTime => _h.Now;
|
||||
public double PhysicsTimerTime => _h.Now;
|
||||
public IPhysicsObjHost? GetObjectA(uint id)
|
||||
=> id == PlayerGuid ? _h._playerHost : null;
|
||||
|
||||
public void HandleUpdateTarget(TargetInfo info)
|
||||
{
|
||||
_h.Movement.HandleUpdateTarget(info);
|
||||
_h.Pm.HandleUpdateTarget(info);
|
||||
}
|
||||
|
||||
public void InterruptCurrentMovement()
|
||||
=> _h.Movement.CancelMoveTo(WeenieError.ActionCancelled);
|
||||
|
||||
public void SetTarget(uint contextId, uint objectId, float radius, double quantum)
|
||||
{
|
||||
// The scripted TargetManager stand-in — StickyManager::StickTo
|
||||
// subscribes at quantum 0.5 (0x00555710) with a synchronous first
|
||||
// delivery (the AddVoyeur immediate snapshot).
|
||||
_h._targetArmed = objectId == PlayerGuid;
|
||||
_h._quantum = quantum;
|
||||
_h.DeliverTargetInfo();
|
||||
}
|
||||
|
||||
public void ClearTarget() => _h._targetArmed = false;
|
||||
public void ReceiveTargetUpdate(TargetInfo info) { }
|
||||
public void AddVoyeur(uint watcherId, float radius, double quantum) { }
|
||||
public void RemoveVoyeur(uint watcherId) { }
|
||||
}
|
||||
|
||||
private sealed class TargetHost : IPhysicsObjHost
|
||||
{
|
||||
private readonly RemoteChaseHarness _h;
|
||||
public TargetHost(RemoteChaseHarness h) => _h = h;
|
||||
public uint Id => PlayerGuid;
|
||||
public CorePosition Position => new(1u, _h.PlayerPos, Quaternion.Identity);
|
||||
public Vector3 Velocity => _h.PlayerVelocity;
|
||||
public float Radius => StickyTargetRadius;
|
||||
public bool InContact => true;
|
||||
public float? MinterpMaxSpeed => null;
|
||||
public double CurTime => _h.Now;
|
||||
public double PhysicsTimerTime => _h.Now;
|
||||
public IPhysicsObjHost? GetObjectA(uint id) => null;
|
||||
public void HandleUpdateTarget(TargetInfo info) { }
|
||||
public void InterruptCurrentMovement() { }
|
||||
public void SetTarget(uint contextId, uint objectId, float radius, double quantum) { }
|
||||
public void ClearTarget() { }
|
||||
public void ReceiveTargetUpdate(TargetInfo info) { }
|
||||
public void AddVoyeur(uint watcherId, float radius, double quantum) { }
|
||||
public void RemoveVoyeur(uint watcherId) { }
|
||||
}
|
||||
|
||||
// ── The per-tick pipeline (GameWindow.TickAnimations order) ────────────
|
||||
|
||||
public void Tick()
|
||||
{
|
||||
Now += Dt;
|
||||
TotalTicks++;
|
||||
|
||||
// Player (chase target) moves per its scripted velocity.
|
||||
PlayerPos += PlayerVelocity * Dt;
|
||||
|
||||
// 1. Voyeur delivery (player host HandleTargetting → this entity's
|
||||
// HandleUpdateTarget; GameWindow.cs:8094 runs before the per-remote
|
||||
// loop, 9697 in-loop).
|
||||
if (_targetArmed && Now - _lastDeliveryTime >= _quantum)
|
||||
DeliverTargetInfo();
|
||||
|
||||
// 2. MovementManager drive (TickRemoteMoveTo — the R5-V5 facade
|
||||
// relay, MovementManager::UseTime 0x005242f0).
|
||||
Movement.UseTime();
|
||||
|
||||
// 3. get_state_velocity → body velocity (the d2ccc80e refresh,
|
||||
// GameWindow.cs:10024).
|
||||
if (Body.OnWalkable)
|
||||
Body.set_local_velocity(Interp.get_state_velocity(), false);
|
||||
|
||||
// 4. Manual omega integration (GameWindow.cs:10050-10058 verbatim).
|
||||
if (ObservedOmega.LengthSquared() > 1e-8f)
|
||||
{
|
||||
float omegaMag = ObservedOmega.Length();
|
||||
var axis = ObservedOmega / omegaMag;
|
||||
float angle = omegaMag * Dt;
|
||||
var deltaRot = Quaternion.CreateFromAxisAngle(axis, angle);
|
||||
Body.Orientation = Quaternion.Normalize(
|
||||
Quaternion.Multiply(Body.Orientation, deltaRot));
|
||||
}
|
||||
|
||||
// 5. R5-V3 (#171): the sticky steer — GameWindow's legacy-branch slot
|
||||
// (retail UpdatePositionInternal PositionManager::adjust_offset
|
||||
// @0x00512d0e, composed BEFORE the velocity integration). Origin is
|
||||
// mover-local; the rotation carries a RELATIVE heading (identity =
|
||||
// untouched = no turn).
|
||||
var pmDelta = new MotionDeltaFrame();
|
||||
Pm.AdjustOffset(pmDelta, Dt);
|
||||
if (pmDelta.Origin != Vector3.Zero)
|
||||
Body.Position += Vector3.Transform(pmDelta.Origin, Body.Orientation);
|
||||
if (!pmDelta.Orientation.IsIdentity)
|
||||
Body.Orientation = MoveToMath.SetHeading(
|
||||
Body.Orientation,
|
||||
MoveToMath.GetHeading(Body.Orientation) + pmDelta.GetHeading());
|
||||
|
||||
// 5b. Position integration (UpdatePhysicsInternal, simplified: grounded,
|
||||
// no gravity participation for this scenario).
|
||||
Body.Position += Body.Velocity * Dt;
|
||||
|
||||
// 5c. R5-V3: PositionManager::UseTime (retail UpdateObjectInternal
|
||||
// tail @0x005159b3) — the sticky 1 s lease watchdog.
|
||||
Pm.UseTime();
|
||||
|
||||
// 6. Anim loop (GameWindow.cs:10247-10309): advance, drain AnimDone
|
||||
// hooks into the manager countdown, zero-tick sweep.
|
||||
Seq.Advance(Dt);
|
||||
var hooks = Seq.ConsumePendingHooks();
|
||||
for (int i = 0; i < hooks.Count; i++)
|
||||
{
|
||||
if (hooks[i] is DatReaderWriter.Types.AnimationDoneHook)
|
||||
Seq.Manager.AnimationDone(success: true);
|
||||
}
|
||||
Seq.Manager.UseTime();
|
||||
|
||||
// ── Observables ──
|
||||
uint substate = Seq.Manager.State.Substate;
|
||||
if (substate == Run) TicksInRun++;
|
||||
if (substate == Walk) TicksInWalkFwd++;
|
||||
bool inFwd = substate == Run || substate == Walk;
|
||||
if (inFwd)
|
||||
{
|
||||
_runStreak++;
|
||||
if (_runStreak > MaxRunStreak) MaxRunStreak = _runStreak;
|
||||
}
|
||||
else
|
||||
{
|
||||
_runStreak = 0;
|
||||
}
|
||||
if (inFwd && _prevSubstate != Run && _prevSubstate != Walk)
|
||||
RunInstalls++;
|
||||
_prevSubstate = substate;
|
||||
}
|
||||
|
||||
public float Heading => MoveToMath.GetHeading(Body.Orientation);
|
||||
public float DistToPlayer => Vector3.Distance(Body.Position, PlayerPos);
|
||||
|
||||
public void Snapshot(string tag)
|
||||
{
|
||||
string line = FormattableString.Invariant(
|
||||
$"t={Now,6:F2} {tag,-14} mt={Mgr.MovementTypeState,-14} substate=0x{Seq.Manager.State.Substate:X8} heading={Heading,6:F1} dist={DistToPlayer,6:F2} pending={Interp.MotionsPending()} omega.Z={ObservedOmega.Z,6:F3}");
|
||||
Trace.Add(line);
|
||||
_log?.WriteLine(line);
|
||||
}
|
||||
|
||||
// ── Fixture ─────────────────────────────────────────────────────────────
|
||||
|
||||
private static Animation MakeAnim(int numFrames)
|
||||
{
|
||||
var anim = new Animation();
|
||||
for (int f = 0; f < numFrames; f++)
|
||||
{
|
||||
var pf = new AnimationFrame(1u);
|
||||
pf.Frames.Add(new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity });
|
||||
anim.PartFrames.Add(pf);
|
||||
}
|
||||
return anim;
|
||||
}
|
||||
|
||||
private static MotionData MakeMd(uint animId, float framerate = 30f,
|
||||
Vector3? velocity = null, Vector3? omega = null)
|
||||
{
|
||||
var md = new MotionData();
|
||||
QualifiedDataId<Animation> qid = animId;
|
||||
md.Anims.Add(new AnimData
|
||||
{
|
||||
AnimId = qid,
|
||||
LowFrame = 0,
|
||||
HighFrame = -1,
|
||||
Framerate = framerate,
|
||||
});
|
||||
if (velocity is { } v)
|
||||
{
|
||||
md.Velocity = v;
|
||||
md.Flags |= DatReaderWriter.Enums.MotionDataFlags.HasVelocity;
|
||||
}
|
||||
if (omega is { } o)
|
||||
{
|
||||
md.Omega = o;
|
||||
md.Flags |= DatReaderWriter.Enums.MotionDataFlags.HasOmega;
|
||||
}
|
||||
return md;
|
||||
}
|
||||
|
||||
private static void AddLink(MotionTable mt, uint style, uint from, uint to, MotionData md)
|
||||
{
|
||||
int outer = (int)((style << 16) | (from & 0xFFFFFFu));
|
||||
if (!mt.Links.TryGetValue(outer, out var cmd))
|
||||
{
|
||||
cmd = new MotionCommandData();
|
||||
mt.Links[outer] = cmd;
|
||||
}
|
||||
cmd.MotionData[(int)to] = md;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Two-stance creature table shaped like the Mite Scamp's: NonCombat +
|
||||
/// Combat styles (default substate Ready in both), Walk/Run cycles with
|
||||
/// entry/exit links (15 frames @30fps = 0.5 s links, the realistic stop/
|
||||
/// start durations), a stance-transition link, an attack action link, and
|
||||
/// a global TurnRight physics-only modifier.
|
||||
/// </summary>
|
||||
private static (Setup, MotionTable, ChaseLoader) BuildFixture()
|
||||
{
|
||||
const uint ReadyAnimNC = 0x200u;
|
||||
const uint ReadyAnimC = 0x201u;
|
||||
const uint WalkAnim = 0x202u;
|
||||
const uint RunAnim = 0x203u;
|
||||
const uint ReadyToWalk = 0x204u;
|
||||
const uint WalkToReady = 0x205u;
|
||||
const uint ReadyToRun = 0x206u;
|
||||
const uint RunToReady = 0x207u;
|
||||
const uint StanceLink = 0x208u; // NonCombat.Ready → Combat (draw)
|
||||
const uint AttackLink = 0x209u; // Combat.Ready → attack swing
|
||||
const uint TurnAnim = 0x20Au;
|
||||
|
||||
var setup = new Setup();
|
||||
setup.Parts.Add(0x01000000u);
|
||||
setup.DefaultScale.Add(Vector3.One);
|
||||
|
||||
var loader = new ChaseLoader();
|
||||
loader.Register(ReadyAnimNC, MakeAnim(30));
|
||||
loader.Register(ReadyAnimC, MakeAnim(30));
|
||||
loader.Register(WalkAnim, MakeAnim(30));
|
||||
loader.Register(RunAnim, MakeAnim(30));
|
||||
loader.Register(ReadyToWalk, MakeAnim(15));
|
||||
loader.Register(WalkToReady, MakeAnim(15));
|
||||
loader.Register(ReadyToRun, MakeAnim(15));
|
||||
loader.Register(RunToReady, MakeAnim(15));
|
||||
loader.Register(StanceLink, MakeAnim(15));
|
||||
loader.Register(AttackLink, MakeAnim(45)); // 1.5 s swing
|
||||
loader.Register(TurnAnim, MakeAnim(30));
|
||||
|
||||
var mt = new MotionTable { DefaultStyle = (DRWMotionCommand)NonCombat };
|
||||
mt.StyleDefaults[(DRWMotionCommand)NonCombat] = (DRWMotionCommand)Ready;
|
||||
mt.StyleDefaults[(DRWMotionCommand)Combat] = (DRWMotionCommand)Ready;
|
||||
|
||||
static int CycleKey(uint style, uint substate)
|
||||
=> (int)((style << 16) | (substate & 0xFFFFFFu));
|
||||
|
||||
mt.Cycles[CycleKey(NonCombat, Ready)] = MakeMd(ReadyAnimNC);
|
||||
mt.Cycles[CycleKey(Combat, Ready)] = MakeMd(ReadyAnimC);
|
||||
foreach (uint style in new[] { NonCombat, Combat })
|
||||
{
|
||||
mt.Cycles[CycleKey(style, Walk)] =
|
||||
MakeMd(WalkAnim, velocity: new Vector3(0f, 3.12f, 0f));
|
||||
mt.Cycles[CycleKey(style, Run)] =
|
||||
MakeMd(RunAnim, velocity: new Vector3(0f, 4.0f, 0f));
|
||||
AddLink(mt, style, Ready, Walk, MakeMd(ReadyToWalk));
|
||||
AddLink(mt, style, Walk, Ready, MakeMd(WalkToReady));
|
||||
AddLink(mt, style, Ready, Run, MakeMd(ReadyToRun));
|
||||
AddLink(mt, style, Run, Ready, MakeMd(RunToReady));
|
||||
}
|
||||
AddLink(mt, NonCombat, Ready, Combat, MakeMd(StanceLink));
|
||||
AddLink(mt, Combat, Ready, NonCombat, MakeMd(StanceLink));
|
||||
AddLink(mt, Combat, Ready, AttackAction, MakeMd(AttackLink));
|
||||
|
||||
// Global (unstyled) TurnRight modifier — physics-only in Branch 4.
|
||||
mt.Modifiers[(int)(TurnRight & 0xFFFFFFu)] = MakeMd(TurnAnim);
|
||||
|
||||
return (setup, mt, loader);
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class RemoteChaseEndToEndHarnessTests
|
||||
{
|
||||
private readonly ITestOutputHelper _out;
|
||||
public RemoteChaseEndToEndHarnessTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
private const float Dt = RemoteChaseHarness.Dt;
|
||||
|
||||
private static int Seconds(float s) => (int)MathF.Round(s / Dt);
|
||||
|
||||
/// <summary>
|
||||
/// The core chase cycle: aggro stance change, one mt-6 arm at a target
|
||||
/// 90° off the creature's facing, 15 m away, stationary. Retail bar: the
|
||||
/// stance links play out (~1 s), the chase turn starts, completes at the
|
||||
/// turn rate (90° at π/2·2.08 rad/s ≈ 0.5 s), and BeginMoveForward
|
||||
/// installs the forward cycle. Total budget: 4 s of ticks is generous.
|
||||
/// </summary>
|
||||
[Theory]
|
||||
[InlineData(90f)] // target to the East → TurnRight path
|
||||
[InlineData(270f)] // target to the West → TurnLeft path
|
||||
[InlineData(170f)] // near-reversal → long right turn
|
||||
public void SingleArm_TurnCompletes_AndForwardInstalls(float bearingDeg)
|
||||
{
|
||||
var h = new RemoteChaseHarness(_out);
|
||||
|
||||
float rad = (90f - bearingDeg) * MathF.PI / 180f; // compass → math angle
|
||||
h.PlayerPos = new Vector3(MathF.Cos(rad), MathF.Sin(rad), 0f) * 15f;
|
||||
h.PlayerVelocity = Vector3.Zero;
|
||||
|
||||
// settle spawn state
|
||||
for (int i = 0; i < Seconds(0.5f); i++) h.Tick();
|
||||
h.Snapshot("spawned");
|
||||
|
||||
// aggro: stance UM (the live capture's mt-0 stance=0x3C fwd=Ready)
|
||||
h.UmInterpreted(RemoteChaseHarness.Combat, RemoteChaseHarness.Ready);
|
||||
for (int i = 0; i < Seconds(1.5f); i++) h.Tick();
|
||||
h.Snapshot("post-stance");
|
||||
|
||||
// the arm
|
||||
h.UmMoveToObject();
|
||||
h.Snapshot("armed");
|
||||
|
||||
int installTick = -1;
|
||||
for (int i = 0; i < Seconds(6f); i++)
|
||||
{
|
||||
h.Tick();
|
||||
if (installTick < 0
|
||||
&& (h.Seq.Manager.State.Substate == RemoteChaseHarness.Run
|
||||
|| h.Seq.Manager.State.Substate == RemoteChaseHarness.Walk))
|
||||
{
|
||||
installTick = i;
|
||||
h.Snapshot("fwd-install");
|
||||
}
|
||||
if (i % Seconds(0.5f) == 0) h.Snapshot("tick");
|
||||
}
|
||||
h.Snapshot("end");
|
||||
|
||||
Assert.True(installTick >= 0,
|
||||
$"forward cycle never installed within 6 s of the arm (bearing {bearingDeg}°); " +
|
||||
$"final: mt={h.Mgr.MovementTypeState} substate=0x{h.Seq.Manager.State.Substate:X8} " +
|
||||
$"heading={h.Heading:F1} pending={h.Interp.MotionsPending()} omega.Z={h.ObservedOmega.Z:F3}");
|
||||
Assert.True(installTick <= Seconds(4f),
|
||||
$"forward cycle took {installTick * Dt:F2} s to install (bearing {bearingDeg}°) — " +
|
||||
"retail installs within the turn duration (~1-2 s)");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The live failure scenario: the player FLEES at 4 m/s and ACE re-arms
|
||||
/// mt-6 every 2 s (launch-drainq.log cadence). Retail bar: BeginMoveForward
|
||||
/// ≈ one per arm (21/22 in the live cdb trace) and the run is SUSTAINED —
|
||||
/// the forward substate holds for most of the chase.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void FleeingTarget_RunSustainedAcrossRearms()
|
||||
{
|
||||
var h = new RemoteChaseHarness(_out);
|
||||
|
||||
h.PlayerPos = new Vector3(0f, 10f, 0f); // dead ahead, 10 m
|
||||
h.PlayerVelocity = new Vector3(0f, 4f, 0f); // fleeing straight away
|
||||
|
||||
h.UmInterpreted(RemoteChaseHarness.Combat, RemoteChaseHarness.Ready);
|
||||
for (int i = 0; i < Seconds(1.5f); i++) h.Tick();
|
||||
|
||||
int arms = 0;
|
||||
int chaseTicks = Seconds(12f);
|
||||
for (int i = 0; i < chaseTicks; i++)
|
||||
{
|
||||
if (i % Seconds(2f) == 0)
|
||||
{
|
||||
h.UmMoveToObject();
|
||||
arms++;
|
||||
h.Snapshot($"arm#{arms}");
|
||||
}
|
||||
h.Tick();
|
||||
if (i % Seconds(1f) == 0) h.Snapshot("tick");
|
||||
}
|
||||
h.Snapshot("end");
|
||||
|
||||
int fwdTicks = h.TicksInRun + h.TicksInWalkFwd;
|
||||
float fwdFraction = fwdTicks / (float)chaseTicks;
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"arms={arms} installs={h.RunInstalls} fwdTicks={fwdTicks}/{chaseTicks} ({fwdFraction:P0}) maxStreak={h.MaxRunStreak * Dt:F2}s"));
|
||||
|
||||
Assert.True(h.RunInstalls >= arms - 1,
|
||||
$"run installed only {h.RunInstalls}× across {arms} arms — " +
|
||||
"retail reinstalls per arm (21/22)");
|
||||
Assert.True(fwdFraction > 0.5f,
|
||||
$"forward substate held only {fwdFraction:P0} of the chase — the run is not " +
|
||||
"sustained (live #170 symptom: short bursts + idle glide)");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attack interleave: mid-chase, an attack UM (mt-0, action list carrying
|
||||
/// the swing, fwd=Ready — the wire shape from the live capture) interrupts
|
||||
/// the moveto (retail-faithful), the swing plays, and the next mt-6 re-arm
|
||||
/// must reinstall the run. Also asserts the #170 drain criterion:
|
||||
/// pending_motions fully empties after the swing (add == done — the retail
|
||||
/// cdb invariant).
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void AttackUm_ThenRearm_RunReinstalls_AndQueueDrains()
|
||||
{
|
||||
var h = new RemoteChaseHarness(_out);
|
||||
|
||||
h.PlayerPos = new Vector3(0f, 12f, 0f);
|
||||
h.PlayerVelocity = Vector3.Zero;
|
||||
|
||||
h.UmInterpreted(RemoteChaseHarness.Combat, RemoteChaseHarness.Ready);
|
||||
for (int i = 0; i < Seconds(1.5f); i++) h.Tick();
|
||||
|
||||
h.UmMoveToObject();
|
||||
for (int i = 0; i < Seconds(3f); i++) h.Tick();
|
||||
h.Snapshot("chasing");
|
||||
|
||||
// the swing: interrupt + action (stamp 1, autonomous false)
|
||||
h.UmInterpreted(RemoteChaseHarness.Combat, RemoteChaseHarness.Ready, 1f,
|
||||
new InboundMotionAction(RemoteChaseHarness.AttackAction, Stamp: 1,
|
||||
Autonomous: false, Speed: 1f));
|
||||
for (int i = 0; i < Seconds(2.5f); i++) h.Tick();
|
||||
h.Snapshot("post-swing");
|
||||
|
||||
Assert.False(h.Interp.MotionsPending(),
|
||||
"pending_motions did not fully empty after the swing — the #170 " +
|
||||
"residual (retail: add_to_queue == MotionDone exactly)");
|
||||
|
||||
// the player breaks away (out of attack range), then ACE re-arms —
|
||||
// the run must come back
|
||||
h.PlayerPos += new Vector3(0f, 10f, 0f);
|
||||
h.UmMoveToObject();
|
||||
int installTick = -1;
|
||||
for (int i = 0; i < Seconds(5f); i++)
|
||||
{
|
||||
h.Tick();
|
||||
if (installTick < 0
|
||||
&& (h.Seq.Manager.State.Substate == RemoteChaseHarness.Run
|
||||
|| h.Seq.Manager.State.Substate == RemoteChaseHarness.Walk))
|
||||
{
|
||||
installTick = i;
|
||||
}
|
||||
}
|
||||
h.Snapshot("post-rearm");
|
||||
|
||||
Assert.True(installTick >= 0,
|
||||
$"run did not reinstall after the post-swing re-arm; " +
|
||||
$"mt={h.Mgr.MovementTypeState} substate=0x{h.Seq.Manager.State.Substate:X8} " +
|
||||
$"pending={h.Interp.MotionsPending()}");
|
||||
}
|
||||
|
||||
// ── R5-V3 (#171): sticky melee scenarios ────────────────────────────────
|
||||
|
||||
private static float AbsHeadingDiff(float a, float b)
|
||||
{
|
||||
float d = MathF.Abs(a - b) % 360f;
|
||||
return d > 180f ? 360f - d : d;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The #171 fix's core: ACE arms melee chases Sticky+UseSpheres with the
|
||||
/// target's real radii; on arrival BeginNextNode hands off to
|
||||
/// PositionManager::StickTo (0x00529d3a) and StickyManager::adjust_offset
|
||||
/// (0x00555430) holds a 0.3 m edge gap + live facing against a strafing
|
||||
/// target — for the 1 s lease, which is set ONCE at StickTo and NOT
|
||||
/// refreshed by target updates (retail 0x00555710/0x00555610): a stick
|
||||
/// not re-issued by a fresh server arm tears itself down.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void StickyArrival_TracksStrafingTarget_ThenLeaseExpires()
|
||||
{
|
||||
var h = new RemoteChaseHarness(_out);
|
||||
h.PlayerPos = new Vector3(0f, 10f, 0f); // dead ahead (North)
|
||||
h.PlayerVelocity = Vector3.Zero;
|
||||
|
||||
h.UmInterpreted(RemoteChaseHarness.Combat, RemoteChaseHarness.Ready);
|
||||
for (int i = 0; i < Seconds(1.5f); i++) h.Tick();
|
||||
|
||||
h.UmMoveToObject(sticky: true, useSpheres: true,
|
||||
targetRadius: RemoteChaseHarness.StickyTargetRadius, targetHeight: 1.2f);
|
||||
|
||||
int stickTick = -1;
|
||||
for (int i = 0; i < Seconds(8f) && stickTick < 0; i++)
|
||||
{
|
||||
h.Tick();
|
||||
if (h.Pm.GetStickyObjectId() == RemoteChaseHarness.PlayerGuid)
|
||||
stickTick = i;
|
||||
}
|
||||
h.Snapshot("stuck");
|
||||
Assert.True(stickTick >= 0,
|
||||
$"sticky never armed within 8 s of the arm; mt={h.Mgr.MovementTypeState} " +
|
||||
$"dist={h.DistToPlayer:F2}");
|
||||
// Arrival cleaned the moveto BEFORE the handoff (BeginNextNode reads
|
||||
// Sought* pre-CleanUp; CleanUp resets movement_type to Invalid).
|
||||
Assert.Equal(MovementType.Invalid, h.Mgr.MovementTypeState);
|
||||
|
||||
// The target strafes — the follower must track gap AND facing
|
||||
// (adjust_offset resolves the LIVE target via GetObjectA per tick).
|
||||
h.PlayerVelocity = new Vector3(2f, 0f, 0f);
|
||||
for (int i = 0; i < Seconds(0.8f); i++) h.Tick();
|
||||
h.Snapshot("strafed");
|
||||
|
||||
Assert.Equal(RemoteChaseHarness.PlayerGuid, h.Pm.GetStickyObjectId()); // inside the lease
|
||||
float gap = MoveToMath.CylinderDistanceNoZ(
|
||||
RemoteChaseHarness.OwnRadius, h.Body.Position,
|
||||
RemoteChaseHarness.StickyTargetRadius, h.PlayerPos);
|
||||
Assert.True(MathF.Abs(gap - StickyManager.StickyRadius) < 0.1f,
|
||||
$"stick gap {gap:F2} m — expected ≈{StickyManager.StickyRadius:F1} m (StickyRadius)");
|
||||
float bearing = MoveToMath.PositionHeading(h.Body.Position, h.PlayerPos);
|
||||
Assert.True(AbsHeadingDiff(h.Heading, bearing) < 5f,
|
||||
$"facing {h.Heading:F1}° vs bearing {bearing:F1}° — sticky facing not tracking");
|
||||
|
||||
// Lease expiry: >1 s since StickTo with no re-arm → the UseTime
|
||||
// watchdog drops the stick (retail parity — ACE re-arms each attack
|
||||
// cycle, renewing the stick server-side).
|
||||
h.PlayerVelocity = Vector3.Zero;
|
||||
for (int i = 0; i < Seconds(0.5f); i++) h.Tick();
|
||||
Assert.Equal(0u, h.Pm.GetStickyObjectId());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The pack-melee reshuffle cycle: every fresh server arm
|
||||
/// (PerformMovement) tears the previous stick down at the HEAD
|
||||
/// (unstick_from_object → PositionManager::UnStick — the retail
|
||||
/// PerformMovement:414 + UM-funnel-head sites), then the new chase
|
||||
/// re-arrives and re-sticks.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void NextPerformMovement_Unsticks_ThenRearrivalResticks()
|
||||
{
|
||||
var h = new RemoteChaseHarness(_out);
|
||||
h.PlayerPos = new Vector3(0f, 8f, 0f);
|
||||
h.PlayerVelocity = Vector3.Zero;
|
||||
|
||||
h.UmInterpreted(RemoteChaseHarness.Combat, RemoteChaseHarness.Ready);
|
||||
for (int i = 0; i < Seconds(1.5f); i++) h.Tick();
|
||||
|
||||
h.UmMoveToObject(sticky: true, useSpheres: true,
|
||||
targetRadius: RemoteChaseHarness.StickyTargetRadius, targetHeight: 1.2f);
|
||||
for (int i = 0; i < Seconds(8f); i++)
|
||||
{
|
||||
h.Tick();
|
||||
if (h.Pm.GetStickyObjectId() != 0u) break;
|
||||
}
|
||||
Assert.Equal(RemoteChaseHarness.PlayerGuid, h.Pm.GetStickyObjectId());
|
||||
|
||||
// The target breaks away; ACE re-arms the chase — the arm must
|
||||
// UNSTICK immediately (stale stick torn down before the new moveto).
|
||||
h.PlayerPos += new Vector3(0f, 8f, 0f);
|
||||
h.UmMoveToObject(sticky: true, useSpheres: true,
|
||||
targetRadius: RemoteChaseHarness.StickyTargetRadius, targetHeight: 1.2f);
|
||||
Assert.Equal(0u, h.Pm.GetStickyObjectId());
|
||||
Assert.Equal(MovementType.MoveToObject, h.Mgr.MovementTypeState);
|
||||
|
||||
// ...and the new chase re-arrives and re-sticks.
|
||||
int restick = -1;
|
||||
for (int i = 0; i < Seconds(8f) && restick < 0; i++)
|
||||
{
|
||||
h.Tick();
|
||||
if (h.Pm.GetStickyObjectId() == RemoteChaseHarness.PlayerGuid)
|
||||
restick = i;
|
||||
}
|
||||
Assert.True(restick >= 0,
|
||||
$"chase did not re-stick after the re-arm; mt={h.Mgr.MovementTypeState} " +
|
||||
$"dist={h.DistToPlayer:F2}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// R5-V4a: the unpack-head style-on-change — a chase arm (mt-6) whose UM
|
||||
/// carries a CHANGED stance applies the stance FIRST (retail
|
||||
/// unpack_movement @00524502-0052452c dispatches DoMotion(style) before
|
||||
/// the movement-type switch), so the creature draws into Combat and THEN
|
||||
/// runs — instead of chasing in the old NonCombat stance until the next
|
||||
/// mt-0 UM. Closes the RetailObserverTraceConformanceTests "S3 wires the
|
||||
/// unpack-level style-on-change" exclusion's production gap.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void ChaseArm_WithStanceChange_AppliesStanceBeforeTheChase()
|
||||
{
|
||||
var h = new RemoteChaseHarness(_out);
|
||||
h.PlayerPos = new Vector3(0f, 12f, 0f);
|
||||
h.PlayerVelocity = Vector3.Zero;
|
||||
|
||||
// settle in NonCombat — NO prior stance UM (the pre-V4 gap: nothing
|
||||
// but an mt-0 could change the stance).
|
||||
for (int i = 0; i < Seconds(0.5f); i++) h.Tick();
|
||||
Assert.Equal(RemoteChaseHarness.NonCombat, h.Seq.Manager.State.Style);
|
||||
|
||||
// the arm carries the Combat stance in its UM header (mt-6).
|
||||
h.UmMoveToObject(wireStance: RemoteChaseHarness.Combat & 0xFFFFu);
|
||||
|
||||
// the stance adopts at the head — before any chase motion completes.
|
||||
Assert.Equal(RemoteChaseHarness.Combat, h.Interp.InterpretedState.CurrentStyle);
|
||||
|
||||
// ...and the chase still installs its forward cycle normally, now in
|
||||
// the Combat style family.
|
||||
int installTick = -1;
|
||||
for (int i = 0; i < Seconds(6f) && installTick < 0; i++)
|
||||
{
|
||||
h.Tick();
|
||||
if (h.Seq.Manager.State.Substate == RemoteChaseHarness.Run
|
||||
|| h.Seq.Manager.State.Substate == RemoteChaseHarness.Walk)
|
||||
installTick = i;
|
||||
}
|
||||
Assert.True(installTick >= 0,
|
||||
$"forward cycle never installed after the stance-carrying arm; " +
|
||||
$"mt={h.Mgr.MovementTypeState} substate=0x{h.Seq.Manager.State.Substate:X8}");
|
||||
Assert.Equal(RemoteChaseHarness.Combat, h.Seq.Manager.State.Style);
|
||||
}
|
||||
}
|
||||
247
tests/AcDream.Core.Tests/Physics/Motion/StickyManagerTests.cs
Normal file
247
tests/AcDream.Core.Tests/Physics/Motion/StickyManagerTests.cs
Normal file
|
|
@ -0,0 +1,247 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R5 conformance — <see cref="StickyManager"/> (retail 0x00555400-0x00555866).
|
||||
/// Lifecycle (StickTo/UnStick/timeout/HandleUpdateTarget) + the decoded
|
||||
/// <c>adjust_offset</c> steering math (port-plan §2a).
|
||||
/// </summary>
|
||||
public sealed class StickyManagerTests
|
||||
{
|
||||
private static (R5Host self, R5Host target, StickyManager sticky) Setup(
|
||||
uint targetId = 20u, float targetRadius = 0.5f)
|
||||
{
|
||||
var world = new Dictionary<uint, R5Host>();
|
||||
var self = new R5Host(10u, world);
|
||||
var target = new R5Host(targetId, world);
|
||||
var sticky = new StickyManager(self);
|
||||
return (self, target, sticky);
|
||||
}
|
||||
|
||||
private static StickyManager StuckAndInitialized(
|
||||
R5Host self, R5Host target, Vector3 targetOrigin, float targetRadius = 0.5f)
|
||||
{
|
||||
var sticky = new StickyManager(self);
|
||||
sticky.StickTo(target.Id, targetRadius, targetHeight: 1.0f);
|
||||
target.SetOrigin(targetOrigin);
|
||||
var tp = new Position(1u, targetOrigin, Quaternion.Identity);
|
||||
sticky.HandleUpdateTarget(new TargetInfo(target.Id, TargetStatus.Ok, tp, tp));
|
||||
return sticky;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void StickTo_SetsTargetAndTimeout_AndSubscribesVoyeurOnTarget()
|
||||
{
|
||||
var (self, target, sticky) = Setup();
|
||||
self.CurTime = 100.0;
|
||||
|
||||
sticky.StickTo(target.Id, targetRadius: 0.5f, targetHeight: 2.0f);
|
||||
|
||||
Assert.Equal(target.Id, sticky.TargetId);
|
||||
Assert.Equal(0.5f, sticky.TargetRadius);
|
||||
Assert.False(sticky.Initialized);
|
||||
Assert.Equal(101.0, sticky.StickyTimeoutTime); // now + StickyTime(1.0)
|
||||
// set_target(0, target, 0.5, 0.5) → watcher subscribes ON the target.
|
||||
Assert.NotNull(target.TargetManagerOrNull);
|
||||
Assert.True(target.TargetManager.VoyeurTable!.ContainsKey(self.Id));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HandleUpdateTarget_Ok_MarksInitializedAndCachesPosition()
|
||||
{
|
||||
var (self, target, sticky) = Setup();
|
||||
sticky.StickTo(target.Id, 0.5f, 1.0f);
|
||||
|
||||
var tp = new Position(1u, new Vector3(3f, 0f, 0f), Quaternion.Identity);
|
||||
sticky.HandleUpdateTarget(new TargetInfo(target.Id, TargetStatus.Ok, tp, tp));
|
||||
|
||||
Assert.True(sticky.Initialized);
|
||||
Assert.Equal(new Vector3(3f, 0f, 0f), sticky.TargetPosition.Frame.Origin);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HandleUpdateTarget_ForeignObject_Ignored()
|
||||
{
|
||||
var (self, target, sticky) = Setup();
|
||||
sticky.StickTo(target.Id, 0.5f, 1.0f);
|
||||
|
||||
var tp = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
sticky.HandleUpdateTarget(new TargetInfo(999u, TargetStatus.Ok, tp, tp));
|
||||
|
||||
Assert.False(sticky.Initialized);
|
||||
Assert.Equal(target.Id, sticky.TargetId); // still stuck to the real target
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HandleUpdateTarget_NonOkStatus_TearsDown()
|
||||
{
|
||||
var (self, target, sticky) = Setup();
|
||||
sticky.StickTo(target.Id, 0.5f, 1.0f);
|
||||
int interruptsBefore = self.InterruptCurrentMovementCalls;
|
||||
|
||||
var tp = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
sticky.HandleUpdateTarget(new TargetInfo(target.Id, TargetStatus.ExitWorld, tp, tp));
|
||||
|
||||
Assert.Equal(0u, sticky.TargetId);
|
||||
Assert.False(sticky.Initialized);
|
||||
Assert.Equal(interruptsBefore + 1, self.InterruptCurrentMovementCalls);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void UseTime_BeforeDeadline_KeepsStick()
|
||||
{
|
||||
var (self, target, sticky) = Setup();
|
||||
self.CurTime = 100.0;
|
||||
sticky.StickTo(target.Id, 0.5f, 1.0f); // deadline 101.0
|
||||
|
||||
self.CurTime = 100.9;
|
||||
sticky.UseTime();
|
||||
|
||||
Assert.Equal(target.Id, sticky.TargetId);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void UseTime_PastDeadline_UnsticksAndInterrupts()
|
||||
{
|
||||
var (self, target, sticky) = Setup();
|
||||
self.CurTime = 100.0;
|
||||
sticky.StickTo(target.Id, 0.5f, 1.0f); // deadline 101.0
|
||||
|
||||
// AT the deadline the stick survives — retail 0x00555626 tears down
|
||||
// strictly AFTER it (`test ah,0x41`: C0|C3 = less-or-equal keeps;
|
||||
// ACE `>` too). The R5-V1 pin of `>=` was the wrong value.
|
||||
self.CurTime = 101.0;
|
||||
sticky.UseTime();
|
||||
Assert.Equal(target.Id, sticky.TargetId);
|
||||
|
||||
int interruptsBefore = self.InterruptCurrentMovementCalls;
|
||||
self.CurTime = 101.001;
|
||||
sticky.UseTime();
|
||||
|
||||
Assert.Equal(0u, sticky.TargetId);
|
||||
Assert.Equal(interruptsBefore + 1, self.InterruptCurrentMovementCalls);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ReStick_TearsDownPreviousBeforeSettingNew()
|
||||
{
|
||||
var world = new Dictionary<uint, R5Host>();
|
||||
var self = new R5Host(10u, world);
|
||||
var a = new R5Host(20u, world);
|
||||
var b = new R5Host(21u, world);
|
||||
var sticky = new StickyManager(self);
|
||||
|
||||
sticky.StickTo(a.Id, 0.5f, 1.0f);
|
||||
int interruptsBefore = self.InterruptCurrentMovementCalls;
|
||||
sticky.StickTo(b.Id, 0.5f, 1.0f);
|
||||
|
||||
Assert.Equal(b.Id, sticky.TargetId);
|
||||
Assert.Equal(interruptsBefore + 1, self.InterruptCurrentMovementCalls); // old stick torn down
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AdjustOffset_NotInitialized_IsNoOp()
|
||||
{
|
||||
var (self, target, sticky) = Setup();
|
||||
sticky.StickTo(target.Id, 0.5f, 1.0f); // no HandleUpdateTarget → not initialized
|
||||
|
||||
var frame = new MotionDeltaFrame { Origin = new Vector3(9f, 9f, 9f) };
|
||||
sticky.AdjustOffset(frame, 0.1);
|
||||
|
||||
Assert.Equal(new Vector3(9f, 9f, 9f), frame.Origin); // untouched
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AdjustOffset_SteersTowardTarget_ClampedToStep()
|
||||
{
|
||||
var world = new Dictionary<uint, R5Host>();
|
||||
var self = new R5Host(10u, world) { Radius = 0.5f, MinterpMaxSpeed = 1.0f };
|
||||
var target = new R5Host(20u, world);
|
||||
var sticky = StuckAndInitialized(self, target, new Vector3(5f, 0f, 0f));
|
||||
|
||||
var frame = new MotionDeltaFrame();
|
||||
sticky.AdjustOffset(frame, quantum: 0.1);
|
||||
|
||||
// dir = +X (east); speed = 1.0 * 5 = 5; delta = 5 * 0.1 = 0.5 (< dist 3.7).
|
||||
Assert.Equal(0.5f, frame.Origin.X, 3);
|
||||
Assert.Equal(0f, frame.Origin.Y, 3);
|
||||
Assert.Equal(0f, frame.Origin.Z, 3); // horizontal-only
|
||||
// heading toward +X (east) = 90° compass.
|
||||
Assert.Equal(90f, frame.GetHeading(), 1);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AdjustOffset_TooClose_BacksOff_SignedDistance()
|
||||
{
|
||||
var world = new Dictionary<uint, R5Host>();
|
||||
var self = new R5Host(10u, world) { Radius = 0.5f, MinterpMaxSpeed = 1.0f };
|
||||
var target = new R5Host(20u, world);
|
||||
// centerDist 0.9, cyl = 0.9-0.5-0.5 = -0.1, minus 0.3 → dist = -0.4.
|
||||
var sticky = StuckAndInitialized(self, target, new Vector3(0.9f, 0f, 0f));
|
||||
|
||||
var frame = new MotionDeltaFrame();
|
||||
sticky.AdjustOffset(frame, quantum: 0.1);
|
||||
|
||||
// delta = 5*0.1 = 0.5 >= |dist|=0.4 → delta = dist = -0.4; dir +X * -0.4 → back off (-X).
|
||||
Assert.Equal(-0.4f, frame.Origin.X, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AdjustOffset_DeepOverlap_BacksOff_RateLimited()
|
||||
{
|
||||
var world = new Dictionary<uint, R5Host>();
|
||||
var self = new R5Host(10u, world) { Radius = 0.5f, MinterpMaxSpeed = 1.0f };
|
||||
var target = new R5Host(20u, world);
|
||||
// centerDist 0.1 → cyl = 0.1-0.5-0.5 = -0.9, minus 0.3 → dist = -1.2
|
||||
// (overlap DEEPER than one tick's step).
|
||||
var sticky = StuckAndInitialized(self, target, new Vector3(0.1f, 0f, 0f));
|
||||
|
||||
var frame = new MotionDeltaFrame();
|
||||
sticky.AdjustOffset(frame, quantum: 0.1);
|
||||
|
||||
// delta = 5*0.1 = 0.5 < |dist|=1.2 — ACE's literal branch kept +0.5
|
||||
// here (INWARD: the #171 gate-3 runaway-to-center; 1661 probe ticks,
|
||||
// all inward, equilibrium at centers-coincident). The sign pin backs
|
||||
// off rate-limited: dir +X × −0.5.
|
||||
Assert.Equal(-0.5f, frame.Origin.X, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AdjustOffset_UsesCachedPosition_WhenTargetUnresolvable()
|
||||
{
|
||||
var world = new Dictionary<uint, R5Host>();
|
||||
var self = new R5Host(10u, world) { Radius = 0.5f, MinterpMaxSpeed = 1.0f };
|
||||
var target = new R5Host(20u, world);
|
||||
var sticky = new StickyManager(self);
|
||||
sticky.StickTo(target.Id, 0.5f, 1.0f);
|
||||
// Cache a position via HandleUpdateTarget, then make the target vanish.
|
||||
var tp = new Position(1u, new Vector3(4f, 0f, 0f), Quaternion.Identity);
|
||||
sticky.HandleUpdateTarget(new TargetInfo(target.Id, TargetStatus.Ok, tp, tp));
|
||||
target.Resolvable = false; // GetObjectA(target) → null → fall back to cached
|
||||
|
||||
var frame = new MotionDeltaFrame();
|
||||
sticky.AdjustOffset(frame, quantum: 0.1);
|
||||
|
||||
Assert.Equal(0.5f, frame.Origin.X, 3); // still steers toward cached (4,0,0)
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AdjustOffset_NoMinterp_UsesFallbackSpeed()
|
||||
{
|
||||
var world = new Dictionary<uint, R5Host>();
|
||||
var self = new R5Host(10u, world) { Radius = 0.5f, MinterpMaxSpeed = null };
|
||||
var target = new R5Host(20u, world);
|
||||
var sticky = StuckAndInitialized(self, target, new Vector3(50f, 0f, 0f));
|
||||
|
||||
var frame = new MotionDeltaFrame();
|
||||
sticky.AdjustOffset(frame, quantum: 0.1);
|
||||
|
||||
// fallback speed 15 → delta = 15 * 0.1 = 1.5 (dist ≈ 49 → not clamped).
|
||||
Assert.Equal(1.5f, frame.Origin.X, 3);
|
||||
}
|
||||
}
|
||||
255
tests/AcDream.Core.Tests/Physics/Motion/TargetManagerTests.cs
Normal file
255
tests/AcDream.Core.Tests/Physics/Motion/TargetManagerTests.cs
Normal file
|
|
@ -0,0 +1,255 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Physics.Motion;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics.Motion;
|
||||
|
||||
/// <summary>
|
||||
/// R5 conformance — <see cref="TargetManager"/> voyeur system (retail
|
||||
/// 0x0051a370-0x0051ad90). Watcher role (SetTarget/ReceiveUpdate/timeout),
|
||||
/// watched role (AddVoyeur/HandleTargetting/CheckAndUpdateVoyeur), and the full
|
||||
/// cross-entity round-trip (port-plan §2d/§2e). Replaces the AP-79 adapter.
|
||||
/// </summary>
|
||||
public sealed class TargetManagerTests
|
||||
{
|
||||
private static (R5Host self, R5Host target, Dictionary<uint, R5Host> world) TwoHosts()
|
||||
{
|
||||
var world = new Dictionary<uint, R5Host>();
|
||||
var self = new R5Host(10u, world);
|
||||
var target = new R5Host(20u, world);
|
||||
return (self, target, world);
|
||||
}
|
||||
|
||||
// ── watcher role ───────────────────────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void SetTarget_SubscribesOnTarget_AndReceivesImmediateSnapshot()
|
||||
{
|
||||
var (self, target, _) = TwoHosts();
|
||||
target.SetOrigin(new Vector3(3f, 0f, 0f));
|
||||
|
||||
self.TargetManager.SetTarget(0, target.Id, radius: 1.0f, quantum: 0.0);
|
||||
|
||||
// Watcher subscribed on the target.
|
||||
Assert.True(target.TargetManager.VoyeurTable!.ContainsKey(self.Id));
|
||||
// Immediate Ok snapshot fanned to the watcher's host.
|
||||
Assert.Single(self.HandleUpdateTargetCalls);
|
||||
Assert.Equal(TargetStatus.Ok, self.HandleUpdateTargetCalls[0].Status);
|
||||
Assert.Equal(target.Id, self.HandleUpdateTargetCalls[0].ObjectId);
|
||||
Assert.Equal(new Vector3(3f, 0f, 0f),
|
||||
self.HandleUpdateTargetCalls[0].InterpolatedPosition.Frame.Origin);
|
||||
Assert.Equal(TargetStatus.Ok, self.TargetManager.TargetInfo!.Value.Status);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SetTarget_Zero_SynthesizesTimedOut_LeavesTargetInfoNull()
|
||||
{
|
||||
var (self, _, _) = TwoHosts();
|
||||
self.TargetManager.SetTarget(contextId: 7, objectId: 0, radius: 1.0f, quantum: 0.0);
|
||||
|
||||
Assert.Null(self.TargetManager.TargetInfo);
|
||||
Assert.Single(self.HandleUpdateTargetCalls);
|
||||
Assert.Equal(TargetStatus.TimedOut, self.HandleUpdateTargetCalls[0].Status);
|
||||
Assert.Equal(7u, self.HandleUpdateTargetCalls[0].ContextId);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ClearTarget_UnsubscribesFromTarget()
|
||||
{
|
||||
var (self, target, _) = TwoHosts();
|
||||
self.TargetManager.SetTarget(0, target.Id, 1.0f, 0.0);
|
||||
Assert.True(target.TargetManager.VoyeurTable!.ContainsKey(self.Id));
|
||||
|
||||
self.TargetManager.ClearTarget();
|
||||
|
||||
Assert.Null(self.TargetManager.TargetInfo);
|
||||
Assert.False(target.TargetManager.VoyeurTable!.ContainsKey(self.Id));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ReceiveUpdate_ForWrongObject_Ignored()
|
||||
{
|
||||
var (self, target, _) = TwoHosts();
|
||||
self.TargetManager.SetTarget(0, target.Id, 1.0f, 0.0);
|
||||
int before = self.HandleUpdateTargetCalls.Count;
|
||||
|
||||
var p = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
self.TargetManager.ReceiveUpdate(new TargetInfo(999u, TargetStatus.Ok, p, p));
|
||||
|
||||
Assert.Equal(before, self.HandleUpdateTargetCalls.Count);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ReceiveUpdate_ExitWorld_ClearsTarget()
|
||||
{
|
||||
var (self, target, _) = TwoHosts();
|
||||
self.TargetManager.SetTarget(0, target.Id, 1.0f, 0.0);
|
||||
|
||||
var p = new Position(1u, Vector3.Zero, Quaternion.Identity);
|
||||
self.TargetManager.ReceiveUpdate(new TargetInfo(target.Id, TargetStatus.ExitWorld, p, p));
|
||||
|
||||
Assert.Null(self.TargetManager.TargetInfo); // cleared
|
||||
Assert.False(target.TargetManager.VoyeurTable!.ContainsKey(self.Id)); // unsubscribed
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ReceiveUpdate_ComputesInterpolatedHeadingTowardTarget()
|
||||
{
|
||||
var (self, target, _) = TwoHosts();
|
||||
self.SetOrigin(Vector3.Zero);
|
||||
self.TargetManager.SetTarget(0, target.Id, 1.0f, 0.0);
|
||||
|
||||
var tp = new Position(1u, new Vector3(0f, 5f, 0f), Quaternion.Identity);
|
||||
self.TargetManager.ReceiveUpdate(new TargetInfo(target.Id, TargetStatus.Ok, tp, tp));
|
||||
|
||||
// self→target interp position (0,5,0) normalized = +Y.
|
||||
var heading = self.TargetManager.TargetInfo!.Value.InterpolatedHeading;
|
||||
Assert.Equal(0f, heading.X, 3);
|
||||
Assert.Equal(1f, heading.Y, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HandleTargetting_UndefinedTarget_TimesOutAfter10Seconds()
|
||||
{
|
||||
var (self, target, _) = TwoHosts();
|
||||
target.Resolvable = false; // no immediate snapshot → status stays Undefined
|
||||
self.CurTime = 0;
|
||||
self.PhysicsTimerTime = 0;
|
||||
self.TargetManager.SetTarget(0, target.Id, 1.0f, 0.0);
|
||||
Assert.Equal(TargetStatus.Undefined, self.TargetManager.TargetInfo!.Value.Status);
|
||||
|
||||
self.AdvanceClocks(11.0);
|
||||
self.TargetManager.HandleTargetting();
|
||||
|
||||
Assert.Equal(TargetStatus.TimedOut, self.TargetManager.TargetInfo!.Value.Status);
|
||||
Assert.Contains(self.HandleUpdateTargetCalls, c => c.Status == TargetStatus.TimedOut);
|
||||
}
|
||||
|
||||
// ── watched role + gates ────────────────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void HandleTargetting_Throttles_Within500ms()
|
||||
{
|
||||
var (self, target, _) = TwoHosts();
|
||||
var w = new TargettedVoyeurInfo(self.Id, radius: 0.1f, quantum: 0.0);
|
||||
// seed a voyeur directly + advance so a sweep WOULD send if not throttled.
|
||||
target.TargetManager.AddVoyeur(self.Id, 0.1f, 0.0);
|
||||
target.SetOrigin(new Vector3(10f, 0f, 0f)); // far past radius
|
||||
|
||||
target.PhysicsTimerTime = 0.3; // < 0.5 throttle
|
||||
int before = self.HandleUpdateTargetCalls.Count;
|
||||
target.TargetManager.HandleTargetting();
|
||||
|
||||
Assert.Equal(before, self.HandleUpdateTargetCalls.Count); // throttled, no sweep
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CheckAndUpdateVoyeur_SendsOnlyPastRadius()
|
||||
{
|
||||
var (self, target, _) = TwoHosts();
|
||||
// self must have a matching target_info for ReceiveUpdate to record.
|
||||
self.TargetManager.SetTarget(0, target.Id, radius: 1.0f, quantum: 0.0);
|
||||
int afterSubscribe = self.HandleUpdateTargetCalls.Count; // includes immediate snapshot
|
||||
|
||||
// small move → within radius → no send
|
||||
target.SetOrigin(new Vector3(0.5f, 0f, 0f));
|
||||
target.AdvanceClocks(1.0);
|
||||
target.TargetManager.HandleTargetting();
|
||||
Assert.Equal(afterSubscribe, self.HandleUpdateTargetCalls.Count);
|
||||
|
||||
// large move → past radius → send
|
||||
target.SetOrigin(new Vector3(2f, 0f, 0f));
|
||||
target.AdvanceClocks(1.0);
|
||||
target.TargetManager.HandleTargetting();
|
||||
Assert.Equal(afterSubscribe + 1, self.HandleUpdateTargetCalls.Count);
|
||||
var last = self.HandleUpdateTargetCalls[^1];
|
||||
Assert.Equal(TargetStatus.Ok, last.Status);
|
||||
Assert.Equal(2f, last.InterpolatedPosition.Frame.Origin.X, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetInterpolatedPosition_DeadReckonsWithVelocity()
|
||||
{
|
||||
var (_, target, _) = TwoHosts();
|
||||
target.SetOrigin(new Vector3(1f, 2f, 0f));
|
||||
target.Velocity = new Vector3(10f, 0f, 0f);
|
||||
|
||||
var p = target.TargetManager.GetInterpolatedPosition(quantum: 0.5);
|
||||
|
||||
Assert.Equal(new Vector3(6f, 2f, 0f), p.Frame.Origin); // 1 + 10*0.5 = 6
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AddVoyeur_Existing_UpdatesInPlace_NoResend()
|
||||
{
|
||||
var (self, target, _) = TwoHosts();
|
||||
target.SetOrigin(Vector3.Zero);
|
||||
target.TargetManager.AddVoyeur(self.Id, radius: 1.0f, quantum: 0.0);
|
||||
var voyeur = target.TargetManager.VoyeurTable![self.Id];
|
||||
Assert.Equal(Vector3.Zero, voyeur.LastSentPosition.Frame.Origin);
|
||||
|
||||
target.SetOrigin(new Vector3(5f, 0f, 0f));
|
||||
target.TargetManager.AddVoyeur(self.Id, radius: 2.5f, quantum: 0.3); // existing → update only
|
||||
|
||||
Assert.Equal(2.5f, voyeur.Radius);
|
||||
Assert.Equal(0.3, voyeur.Quantum);
|
||||
Assert.Equal(Vector3.Zero, voyeur.LastSentPosition.Frame.Origin); // NOT re-sent
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveVoyeur_RemovesEntry()
|
||||
{
|
||||
var (self, target, _) = TwoHosts();
|
||||
target.TargetManager.AddVoyeur(self.Id, 1.0f, 0.0);
|
||||
Assert.True(target.TargetManager.RemoveVoyeur(self.Id));
|
||||
Assert.False(target.TargetManager.VoyeurTable!.ContainsKey(self.Id));
|
||||
Assert.False(target.TargetManager.RemoveVoyeur(self.Id)); // already gone
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NotifyVoyeurOfEvent_BroadcastsToAll_NoDistanceGate()
|
||||
{
|
||||
var world = new Dictionary<uint, R5Host>();
|
||||
var target = new R5Host(20u, world);
|
||||
var w1 = new R5Host(10u, world);
|
||||
var w2 = new R5Host(11u, world);
|
||||
// both watch the target (each gets a target_info via SetTarget)
|
||||
w1.TargetManager.SetTarget(0, target.Id, 1.0f, 0.0);
|
||||
w2.TargetManager.SetTarget(0, target.Id, 1.0f, 0.0);
|
||||
int w1Before = w1.HandleUpdateTargetCalls.Count;
|
||||
int w2Before = w2.HandleUpdateTargetCalls.Count;
|
||||
|
||||
target.TargetManager.NotifyVoyeurOfEvent(TargetStatus.Teleported);
|
||||
|
||||
Assert.Equal(w1Before + 1, w1.HandleUpdateTargetCalls.Count);
|
||||
Assert.Equal(w2Before + 1, w2.HandleUpdateTargetCalls.Count);
|
||||
Assert.Equal(TargetStatus.Teleported, w1.HandleUpdateTargetCalls[^1].Status);
|
||||
}
|
||||
|
||||
// ── full round-trip ─────────────────────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void RoundTrip_WatcherTracksMovingTarget()
|
||||
{
|
||||
var (self, target, _) = TwoHosts();
|
||||
target.SetOrigin(Vector3.Zero);
|
||||
|
||||
// Watcher sets target with a 1.0 radius (moveto-style, quantum 0).
|
||||
self.TargetManager.SetTarget(0, target.Id, radius: 1.0f, quantum: 0.0);
|
||||
Assert.Single(self.HandleUpdateTargetCalls); // immediate snapshot at (0,0,0)
|
||||
|
||||
// Target walks to (3,0,0); its per-tick HandleTargetting notices the
|
||||
// drift and pushes an update the watcher receives.
|
||||
target.SetOrigin(new Vector3(3f, 0f, 0f));
|
||||
target.AdvanceClocks(1.0);
|
||||
target.TargetManager.HandleTargetting();
|
||||
|
||||
Assert.Equal(2, self.HandleUpdateTargetCalls.Count);
|
||||
Assert.Equal(new Vector3(3f, 0f, 0f),
|
||||
self.HandleUpdateTargetCalls[^1].InterpolatedPosition.Frame.Origin);
|
||||
// The watcher's cached target position tracks the target.
|
||||
Assert.Equal(3f, self.TargetManager.TargetInfo!.Value.InterpolatedPosition.Frame.Origin.X, 3);
|
||||
}
|
||||
}
|
||||
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Loading…
Add table
Add a link
Reference in a new issue