fix(G.3a): validated-claim placement keeps the claim's landblock prefix (#133)
The #111 validated-claim branch returned lbPrefix | (cellId & 0xFFFF), where lbPrefix is found by searching resident landblocks for one containing the candidate position. A dungeon EnvCell's local Y can be negative, so the dungeon landblock fails the [0,192) bounds test and the loop matches a neighbouring (e.g. Holtburg) resident block -> the validated claim 0x00070143 got re-stamped 0xA9B30143, making the client mis-resolve the player to the wrong landblock and spam ACE with rejected moves. The validated claim's full id is authoritative; return it directly. Byte-identical for the login case (position in the claim's own landblock); fixes the far-teleport dungeon case. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Physics;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// #133 (Bug A) — the validated-claim placement branch of
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/// <see cref="PhysicsEngine.Resolve"/> must return the VALIDATED claim's own
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/// full cell id, NOT <c>lbPrefix | (cellId & 0xFFFF)</c>.
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///
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/// <para>
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/// <c>lbPrefix</c> is found by scanning resident landblocks for one whose
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/// <c>[0,192)</c> local bounds contain the candidate XY. A dungeon EnvCell's
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/// local Y can be NEGATIVE relative to its own landblock (the live capture:
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/// server teleport to dungeon cell <c>0x00070143</c> at local <c>(70,-60,0.01)</c>).
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/// The dungeon landblock fails the <c>localY >= 0</c> bounds test, so the loop
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/// instead matches a still-resident NEIGHBOURING block (a Holtburg landblock
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/// whose world bounds happen to contain the same XY) and sets
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/// <c>lbPrefix = 0xA9B30000</c>. The old code then returned
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/// <c>0xA9B30000 | 0x0143 = 0xA9B30143</c>, re-stamping the validated dungeon
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/// claim with the wrong landblock — the client mis-resolved the player into
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/// Holtburg and spammed ACE with rejected moves
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/// (<c>movement pre-validation failed from 00070143 to A9B30143</c>).
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/// </para>
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///
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/// <para>
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/// The validated claim's prefix is authoritative; a position falling in a
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/// neighbouring resident landblock must not re-stamp it. This test reproduces
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/// the exact geometry of the capture (dungeon claim in landblock <c>0x0007</c>,
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/// candidate XY also inside resident Holtburg <c>0xA9B3</c>) and asserts the
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/// returned cell keeps its <c>0x0007</c> prefix.
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/// </para>
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/// </summary>
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public class Issue133DungeonTeleportPrefixTests
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{
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private const uint DungeonLandblock = 0x00070000u;
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private const uint DungeonCellId = 0x00070143u; // indoor (low 0x0143 ≥ 0x0100)
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private const uint HoltburgLandblock = 0xA9B30000u; // a neighbouring resident block
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// The capture: dungeon cell 0x00070143 at dungeon-local (70, -60, 0.01).
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// We place the Holtburg block at world origin so its [0,192) bounds contain
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// the candidate XY, and the dungeon block at world Y-offset 130 so the SAME
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// world XY lands at dungeon-local Y = 70 - 130 = -60 (the captured negative).
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private static readonly Vector3 SpawnPos = new(70f, 70f, 0.01f);
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[Fact]
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public void ValidatedDungeonClaim_KeepsItsLandblockPrefix_NotTheNeighbour()
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{
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var engine = BuildEngine();
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// Zero delta = the snap shape (teleport arrival). cellId is the dungeon
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// claim; the candidate XY also falls inside the resident Holtburg block.
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var result = engine.Resolve(SpawnPos, DungeonCellId, delta: Vector3.Zero, stepUpHeight: 0.5f);
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Assert.True(result.IsOnGround);
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// The validated claim's prefix is authoritative — high word stays 0x0007,
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// NOT re-stamped to the neighbouring Holtburg 0xA9B3.
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Assert.Equal(DungeonCellId, result.CellId);
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Assert.Equal(DungeonLandblock, result.CellId & 0xFFFF0000u);
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}
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// ── fixture ──────────────────────────────────────────────────────────────
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private static PhysicsEngine BuildEngine()
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{
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var cache = new PhysicsDataCache();
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var engine = new PhysicsEngine { DataCache = cache };
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// The dungeon cell: a Leaf CellBSP contains any point, so AdjustPosition
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// validates the claim (returns it with found=true). Its Resolved set has
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// one walkable floor polygon at z=0 under the spawn XY so the #111
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// validated-claim branch grounds onto it.
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cache.RegisterCellStructForTest(DungeonCellId, MakeDungeonCell());
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// Resident Holtburg block at world origin: its [0,192) bounds CONTAIN the
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// candidate XY (70,70). This is the block the lbPrefix loop wrongly matched.
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engine.AddLandblock(
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landblockId: HoltburgLandblock,
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terrain: FlatTerrain(),
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cells: Array.Empty<CellSurface>(),
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portals: Array.Empty<PortalPlane>(),
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worldOffsetX: 0f,
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worldOffsetY: 0f);
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// The dungeon's own landblock, offset so the candidate XY produces a
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// NEGATIVE dungeon-local Y (70 - 130 = -60) → it FAILS the [0,192) bounds
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// test, which is exactly why the old code fell through to the Holtburg
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// prefix. Registered so the scenario is faithful (a resident dungeon block
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// whose local bounds don't cover the EnvCell's negative-Y position).
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engine.AddLandblock(
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landblockId: DungeonLandblock,
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terrain: FlatTerrain(),
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cells: Array.Empty<CellSurface>(),
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portals: Array.Empty<PortalPlane>(),
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worldOffsetX: 0f,
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worldOffsetY: 130f);
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return engine;
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}
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/// <summary>Flat 81-vertex stub terrain (all zero heights).</summary>
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private static TerrainSurface FlatTerrain() => new(new byte[81], new float[256]);
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private static CellPhysics MakeDungeonCell()
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{
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// One floor polygon: a 200×200 square at z=0 centred so it covers the
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// spawn XY. Normal (0,0,1) → normal.Z = 1 ≥ FloorZ (0.6642) → walkable.
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// Identity transform: cell-local == world, so the plane d = 0 (z + d = 0).
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var floor = new ResolvedPolygon
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{
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Vertices = new[]
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{
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new Vector3(-100f, -100f, 0f),
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new Vector3( 200f, -100f, 0f),
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new Vector3( 200f, 200f, 0f),
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new Vector3(-100f, 200f, 0f),
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},
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Plane = new Plane(new Vector3(0f, 0f, 1f), 0f),
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NumPoints = 4,
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SidesType = CullMode.None,
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};
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return new CellPhysics
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{
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BSP = new PhysicsBSPTree { Root = new PhysicsBSPNode { Type = BSPNodeType.Leaf } },
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = Matrix4x4.Identity,
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Resolved = new Dictionary<ushort, ResolvedPolygon> { [0] = floor },
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// Leaf root → point_in_cell true for any point → AdjustPosition
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// validates the claim (found=true, cell unchanged).
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CellBSP = new CellBSPTree { Root = new CellBSPNode { Type = BSPNodeType.Leaf } },
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Portals = Array.Empty<PortalInfo>(),
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PortalPolygons = new Dictionary<ushort, ResolvedPolygon>(),
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VisibleCellIds = new HashSet<uint>(),
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};
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}
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}
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