fix(physics): route remote Positions on contact, not walkability (AP-140)
The two gates that decide whether an accepted remote Position is interpolated
or hard-snapped read `Airborne`, which is `!Body.OnWalkable` — WALKABILITY.
Retail reads CONTACT: InterpolationManager::adjust_offset @0x00555D30 gates its
entire body on `transient_state & 1` @0x00555D52, so a retail body in contact
with a non-walkable face still interpolates.
The two predicates disagree in exactly one state — in contact, not on walkable
ground — which 204d0ae0 turned from unreachable into ordinary. Before it, the
per-tick forge made every non-airborne remote walkable by construction, so the
disagreement could not occur.
Both gates now read `!Body.InContact`: ApplyRemoteContactRouting's flight
carve-out and OnPosition's player-remote arm.
`Airborne` is deliberately NOT re-derived from CONTACT. That would perturb all
five of its writers and contradict a pinned assertion in
RemoteTeleportPlacementTests.Apply_PendingGroundToSteepContact_ (InContact:
true, OnWalkable: false -> Assert.True(remote.Airborne)); a previous
implementer attempted it and correctly backed out rather than editing the
assertion. This narrower shape touches no existing test.
AP-140's register row is retired in this commit, as the row itself specified.
Honest scope: this is a faithfulness fix, not a visible one. ACE derives its
IsGrounded flag with the same floor_z test, so during a slide it almost
certainly reports not-grounded, the classifier returns NoPositionOperation, and
neither arm is taken. Expect no observable change against ACE.
Suite 11,027 passed / 4 skipped / 0 failed (baseline 11,023).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
f4f2579575
commit
2eb39a0250
6 changed files with 273 additions and 33 deletions
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@ -119,6 +119,48 @@ public sealed class LiveEntityNetworkBranchRoutingTests
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source);
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}
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/// <summary>
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/// AP-140 (retired 2026-08-04): the SECOND accepted-Position routing
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/// gate — <c>OnPosition</c>'s player-remote landing block — must
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/// select the hard snap on retail's CONTACT predicate
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/// (<c>InterpolationManager::adjust_offset</c> @0x00555D30 gates its
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/// whole body on <c>transient_state & 1</c> @0x00555D52, and bit 0
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/// is <c>CONTACT_TS</c>), not on the client <c>Airborne</c> flag,
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/// which is <c>!Body.OnWalkable</c> — WALKABILITY, a strictly wider
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/// set that also captures a remote sliding on a steep face.
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///
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/// <para>
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/// A source pin rather than a behavioural fixture for the reason this
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/// class already documents: the controller's dependency set is
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/// composition-only. The twin gate inside
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/// <c>ApplyRemoteContactRouting</c> — a static method, so reachable —
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/// IS covered behaviourally, in
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/// <c>LiveEntityNetworkRemoteSteadyStateIntegrationTests</c>. Restore
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/// <c>if (rmState.Airborne)</c> here and this test fails.
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/// </para>
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/// </summary>
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[Fact]
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public void PlayerRemoteLandingSnapSelectsOnContactNotOnWalkability()
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{
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string source = ReadSource("LiveEntityNetworkUpdateController.cs");
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Assert.Contains(
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"if (!rmState.Body.InContact)",
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source,
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StringComparison.Ordinal);
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// `rmState.Airborne` survives as a WRITE target and in prose (the
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// block's own comment explains why it is deliberately not cleared
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// there); what must never come back is reading it as the gate.
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Assert.DoesNotContain(
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"if (rmState.Airborne)",
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source,
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StringComparison.Ordinal);
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Assert.DoesNotContain(
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"if (remote.Airborne)",
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source,
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StringComparison.Ordinal);
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}
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private static string ReadSource(string fileName)
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{
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DirectoryInfo? directory = new(AppContext.BaseDirectory);
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@ -392,7 +392,13 @@ public sealed class LiveEntityNetworkRemoteFarSnapIntegrationTests
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fixture.AllowDestination();
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(RuntimeEntityRecord record, RemoteMotion remote, PhysicsBody body) =
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fixture.AddRemote(0x70004008u, Destination);
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// AP-140 (retired 2026-08-04): "mid-arc" is retail's CONTACT_TS-clear
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// (`InterpolationManager::adjust_offset` gates on `transient_state & 1`
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// @0x00555D52), not the client `Airborne` walkability flag. Both are
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// set here so the test states free flight in the terms the gate now
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// reads AND the terms it used to.
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remote.Airborne = true;
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remote.Body.TransientState = TransientStateFlags.Active;
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var target = new Vector3(60f, 10f, 7f);
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LiveEntityNetworkUpdateController.RemoteContactRouting routing =
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@ -161,7 +161,12 @@ public sealed class LiveEntityNetworkRemoteSteadyStateIntegrationTests
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(RuntimeEntityRecord record, RemoteMotion remote, _) =
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fixture.AddRemote(0x70005001u, new Vector3(12f, 14f, 7f));
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remote.Body.Position = new Vector3(10f, 10f, 5f);
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// AP-140 (retired 2026-08-04): free flight is retail's CONTACT_TS-clear
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// (`InterpolationManager::adjust_offset` gates on `transient_state & 1`
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// @0x00555D52), not the client `Airborne` walkability flag. Both are
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// stated so the test reads the same before and after that change.
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remote.Airborne = true;
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remote.Body.TransientState = TransientStateFlags.Active;
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var landing = new Vector3(10.5f, 10f, 5f); // 0.5 m — well within 4 m.
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LiveEntityNetworkUpdateController.RemoteContactRouting routing =
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@ -211,6 +216,137 @@ public sealed class LiveEntityNetworkRemoteSteadyStateIntegrationTests
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Assert.Equal(new Vector3(10f, 10f, 5f), remote.Body.Position);
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}
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// ── AP-140 (retired 2026-08-04): the gate's predicate is CONTACT ────────
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/// <summary>
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/// The divergence AP-140 recorded, as behaviour. A remote in CONTACT with
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/// a NON-walkable face — sliding down a steep roof — is
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/// <c>Airborne == true</c> by the client flag's own definition
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/// (<c>!Body.OnWalkable</c>), and used to be hard-snapped at
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/// UpdatePosition cadence. Retail interpolates it:
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/// <c>InterpolationManager::adjust_offset</c> @0x00555D30 gates its entire
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/// body on <c>transient_state & 1</c> @0x00555D52, and bit 0 is
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/// <c>CONTACT_TS</c> (acclient.h:3690), not <c>ON_WALKABLE_TS</c> (0x2).
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///
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/// <para>
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/// This is the ONE state on which the two predicates disagree, so it is
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/// the only test that can discriminate the fix: point the gate back at
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/// <c>remote.Airborne</c> and this test alone fails, with
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/// <c>AirborneSnap</c> and a moved body.
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/// </para>
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/// </summary>
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[Fact]
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public void SteepContactBody_InterpolatesInsteadOfSnapping()
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{
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using var fixture = new RemotePlacementDriveFixture();
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(RuntimeEntityRecord record, RemoteMotion remote, _) =
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fixture.AddRemote(0x70005003u, new Vector3(12f, 14f, 7f));
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var before = new Vector3(10f, 10f, 5f);
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remote.Body.Position = before;
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// Contact with a face too steep to stand on: CONTACT set, ON_WALKABLE
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// clear — exactly what the sweep's SetPositionInternal commit derives
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// on a 52-degree roof since Bug B (204d0ae0) deleted the per-tick
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// walkability forge that used to make this state unreachable.
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remote.Body.TransientState =
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TransientStateFlags.Active | TransientStateFlags.Contact;
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Assert.True(remote.Body.InContact);
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Assert.False(remote.Body.OnWalkable);
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// The client flag agrees with its five writers, all `!Body.OnWalkable`.
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remote.Airborne = !remote.Body.OnWalkable;
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Assert.True(remote.Airborne);
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LiveEntityNetworkUpdateController.RemoteContactRouting routing =
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LiveEntityNetworkUpdateController.ApplyRemoteContactRouting(
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fixture.Drive,
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record,
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remote,
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Classify(hasContact: true, playerDistance: 10f),
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before + new Vector3(0.5f, 0f, 0f),
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Quaternion.Identity,
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willBeDrTicked: true);
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Assert.Equal(
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LiveEntityNetworkUpdateController.RemoteContactArm
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.SteadyStateInterpolate,
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routing.Arm);
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// The interpolate arm enqueues a waypoint and leaves the body to the
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// per-tick catch-up; the snap arm would have written it directly.
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Assert.Equal(before, remote.Body.Position);
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}
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/// <summary>
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/// The regression guard on the other side of the same gate: a genuinely
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/// free-flying remote — no contact with anything — must still take the
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/// hard snap. Retail's <c>adjust_offset</c> writes nothing at all with
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/// <c>CONTACT_TS</c> clear, so the queued waypoint cannot advance the
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/// body and the authoritative position is the only thing that can.
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/// Widen the gate to "always interpolate" and this test fails.
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/// </summary>
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[Fact]
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public void FreeFlightBodyWithNoContact_StillSnaps()
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{
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using var fixture = new RemotePlacementDriveFixture();
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(RuntimeEntityRecord record, RemoteMotion remote, _) =
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fixture.AddRemote(0x70005004u, new Vector3(12f, 14f, 7f));
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remote.Body.Position = new Vector3(10f, 10f, 5f);
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remote.Body.TransientState = TransientStateFlags.Active;
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Assert.False(remote.Body.InContact);
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remote.Airborne = !remote.Body.OnWalkable;
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var landing = new Vector3(10.5f, 10f, 5f);
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LiveEntityNetworkUpdateController.RemoteContactRouting routing =
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LiveEntityNetworkUpdateController.ApplyRemoteContactRouting(
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fixture.Drive,
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record,
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remote,
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Classify(hasContact: true, playerDistance: 10f),
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landing,
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Quaternion.Identity,
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willBeDrTicked: true);
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Assert.Equal(
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LiveEntityNetworkUpdateController.RemoteContactArm.AirborneSnap,
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routing.Arm);
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Assert.Equal(landing, remote.Body.Position);
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}
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/// <summary>
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/// The unchanged third state: contact with WALKABLE ground. Both
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/// predicates agree here, and both before and after AP-140's fix the
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/// packet interpolates. Pinned so a future edit cannot "simplify" the
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/// gate into something that only satisfies the two tests above.
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/// </summary>
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[Fact]
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public void WalkableGroundedBody_IsUnchangedAndStillInterpolates()
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{
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using var fixture = new RemotePlacementDriveFixture();
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(RuntimeEntityRecord record, RemoteMotion remote, _) =
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fixture.AddRemote(0x70005005u, new Vector3(12f, 14f, 7f));
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var before = new Vector3(10f, 10f, 5f);
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remote.Body.Position = before;
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remote.Body.TransientState = TransientStateFlags.Active
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| TransientStateFlags.Contact
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| TransientStateFlags.OnWalkable;
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remote.Airborne = !remote.Body.OnWalkable;
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Assert.False(remote.Airborne);
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LiveEntityNetworkUpdateController.RemoteContactRouting routing =
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LiveEntityNetworkUpdateController.ApplyRemoteContactRouting(
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fixture.Drive,
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record,
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remote,
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Classify(hasContact: true, playerDistance: 10f),
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before + new Vector3(0.5f, 0f, 0f),
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Quaternion.Identity,
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willBeDrTicked: true);
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Assert.Equal(
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LiveEntityNetworkUpdateController.RemoteContactArm
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.SteadyStateInterpolate,
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routing.Arm);
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Assert.Equal(before, remote.Body.Position);
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}
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private static void AssertRenderPoseSuppressed(
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RuntimeAuthoritativePositionRoute? route)
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{
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@ -96,7 +96,21 @@ internal sealed class RemotePlacementDriveFixture : IDisposable
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Orientation = Quaternion.Identity,
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LastUpdateTime = 1d,
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State = PhysicsStateFlags.Gravity,
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TransientState = TransientStateFlags.Active,
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// AP-140 (retired 2026-08-04): the remote stands on the flat
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// source landblock, so the sweep's SetPositionInternal commit
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// would derive CONTACT (`contact_plane_valid` @0x00515430) and
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// ON_WALKABLE (`contact_plane.N.z >= floor_z`
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// @0x00515465-0x0051548E) for it. Both bits now have to be
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// present, because the accepted-Position routing gates read
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// retail's CONTACT predicate
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// (`InterpolationManager::adjust_offset` @0x00555D52) rather than
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// the client `Airborne` walkability flag: a body with a bare
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// `Active` transient state is in FREE FLIGHT and every routing
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// test would take the free-flight snap arm. Tests that want free
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// flight clear these explicitly.
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TransientState = TransientStateFlags.Active
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| TransientStateFlags.Contact
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| TransientStateFlags.OnWalkable,
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};
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body.SnapToCell(SourceCell, body.Position, body.Position);
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Lifetime.Entities.SetPhysicsBody(record, body);
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