fix(physics): C4 route 5 — projectile authoritative placement (#276 partial)

Ports retail's missile Position handling into the canonical Runtime
placement owner instead of the deleted ApplyAuthoritativePosition
short-circuit. The Create/residence-window halves of the projectile
pipeline (RuntimeProjectile binding, TryBind's adopted-body branch,
the collision/shadow registration) were already canonical from prior
slices; this closes the remaining gap — how an ACCEPTED Position for
an in-flight missile is classified, placed, and presented.

Byte-decode (Step 1 hard gate, before any code was written):
CPhysicsObj::MoveOrTeleport @0x00516330-0x00516438 disassembled from
the PDB-paired binary (Capstone, x86 32-bit thiscall). `ret 0x10`
establishes four stack args; [esp+0x7c] (arg5, the velocity pointer)
is never referenced in any of the three branches (teleport/near/far).
The retail reviewer independently reproduced this by searching the
whole function body for the `24 7c` mod/rm+disp8 encoding a
`[esp+0x7c]` read would require and found zero occurrences. This
retired a fabricated `?? Vector3.Zero` fallback in the deleted method
— retail's PositionPack::UnPack initializes an absent velocity to
zero and MoveOrTeleport never installs it; the projectile's Vector
channel (RuntimeProjectilePhysicsUpdater.ApplyAuthoritativeVector)
remains the sole velocity authority for a missile. D-P5 in the
contract; the Runtime seam commits no velocity from the Position
packet at all.

The unbound-missile fix: RuntimeEntityObjectLifetime's
ClassifyRemoteAcceptedPosition now derives ProjectileAuthoritative
from a CONJUNCTIVE predicate — the Missile bit AND a bound
RuntimeProjectile whose Body is the canonical PhysicsBody — never the
bit alone. Retail places every non-player CPhysicsObj unconditionally
(there is no missile-specific placement gate in MoveOrTeleport or its
callers), so an unbindable or not-yet-bound missile taking the
ordinary remote tail is retail-faithful, not a fallback: the earlier
bit-only discriminator would have silently frozen it instead.

AP-141 records this as a deliberate, recorded divergence, not
fidelity. Retail mechanically WOULD arm a missile's ConstrainTo leash
on any nonzero MoveOrTeleport return: HandleReceivedPosition
@0x00453FD0's only kind test is player-vs-not, ConstrainTo
@0x00454272 has no kind test of its own, and CPhysicsObj::ConstrainTo
@0x00510520 creates a PositionManager on demand via
MakePositionManager @0x00510523 if one doesn't exist. acdream
deliberately does not construct that EntityPhysicsHost/
PositionManager/InterpolationManager chain for a ballistic body — the
route-5b split the C4 route 5 contract rejected — so a live missile
never shows an armed leash and never catches up via the near/
UnroutedCatchUp policy. This divergence is safe specifically because
ACE never sends UpdatePosition for a missile
(references/ACE/Source/ACE.Server/WorldObjects/WorldObject_Tick.cs:
333-334, SendUpdatePosition() commented out inside the
PhysicsState.Missile branch at :265) — every half of this row is
deterministic-test-gated only, never exercised against a real server.

AP-141 also records the surviving ConstrainTo re-anchor divergence
under clause (b): for the adopted-body case (TryBind's shared-body
branch — an ordinary remote whose Missile bit is set by a later
State packet, so it still carries a live RemoteMotion), acdream now
ports retail's teleport-branch and far-branch StopInterpolating
action (Interp.Clear()), but never re-arms or re-anchors the
inherited ConstrainTo leash the way retail's HandleReceivedPosition
@0x00454254/@0x00454272 does on every nonzero return. The risk
column's earlier wording — that a stale leash "would drag the body
toward a stale anchor" — was wrong and is retracted in this same
commit: ConstraintManager.ConstraintPos is write-only in both retail
and the port (never read by AdjustOffset), and
ConstraintManager::adjust_offset @0x00556180 only tapers or zeroes an
already-composed per-tick offset while InContact — a leash brakes
motion the interp/sticky chain already produced, it cannot pull
anything toward the anchor. The real residual is one tick of un-reset
brake accumulator, contact-gated, and it cannot move an airborne
far-snapped missile at all (the clamp branch does not run while
airborne).

NO CONNECTED GATE EXISTS for this route, by design: ACE never sends a
missile UpdatePosition (see above), so retail's own server never
exercises this code path in play. Every proof obligation here is
test-gated only — Runtime and App-level fixtures constructing the
packet directly — never a live client/server capture.

Three review rounds closed 8 MAJOR findings before this landed:
round 1 (A1 App discarded the seam's status; A2/R1 silent swallow on
an unbound missile; A3/R2 the adopted-body teleport_hook never
wired; A4/A5 zero Runtime/App test coverage); round 2 (a
ParentCellId regression introduced by round 1's own R6 finding,
which the retail reviewer retracted the following round as factually
wrong — the fix here is the REVERT to record.FullCellId, not the
relocation round 1 shipped; B2 the far-branch StopInterpolating skip
never extended to the adopted-body case; residual App/Runtime store-
path coverage; a per-packet closure contradicting the file's own
#315 cached-delegate pattern). Round 3 closed on coverage alone (no
defect): the Advance() retry arm's projectile branch — added at
round 2, semantically reordered at round 2's B5 fix (skip prediction
invalidation on a re-parked Contention, since it writes nothing) —
had never been executed by any test; two new tests drive it directly
and are sabotage-verified against both the reordering and the
retry-arm's own SyncProjectilePresentation call site. The one
recorded defect this campaign produced (the ParentCellId regression)
was caused by complying with a review finding that its own author
later retracted — the standing lesson recorded for future rounds is
that review findings are evidence to re-verify against the code, not
commands to obey unconditionally.

Complete Release suite: 11,063 passed / 4 skipped / 0 failed
(baseline 11,036 at 30d3d114, +27 new tests across this campaign).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-04 21:03:41 +02:00
parent 30d3d114b0
commit 36255af0f6
19 changed files with 5390 additions and 393 deletions

View file

@ -500,6 +500,434 @@ public sealed class LiveEntityNetworkOnPositionCollapseMatrixTests
// both, because there is one call site left to sabotage. Reverted before
// committing.
// ── C4 route 5 (A5 fix): missile matrix ─────────────────────────────
//
// The architecture review's FAIL-level finding: zero App tests drove
// OnPosition with a missile packet, so A1 (App discards the seam's
// status) and A2 (an unbound missile's Position silently dropped) both
// lived in the ~35 lines of "thin glue" the implementer argued were
// covered by two well-tested layers. These tests extend THIS file's own
// fixture — never a lighter one — with a genuine Missile-flagged,
// RuntimeProjectile-bound, RemoteMotion-less incarnation, and assert the
// SAME observable surface the remote scenarios above assert: body/entity
// position and ParentCellId (that pair is the exact A1 assertion), plus
// the projectile-specific half — no RemoteMotion is EVER created
// (invariant 8's mutual exclusion) and no early wire-pose write occurs.
// Destinations for the commit scenarios are airborne (well above
// PublishDestinationCollision's flat terrain), isolating the placement
// assertions from the shared pipeline's ordinary ground-contact response
// (Claim 4's confound, restated here for the App layer).
private const uint MissileGuid = 0x80007101u;
private static readonly Vector3 MissileAirborneDestination =
new(12f, 14f, SpawnHeight + 10f);
[Fact]
public void MissileTeleportCommit_PlacesBodyNoRemoteMotionParentCellIdAgreesWithBody()
{
using var fixture = new Fixture(MissileGuid, isMissile: true);
fixture.PublishDestinationCollision();
fixture.ServiceWindow.Allow(DestinationLandblock);
fixture.Controller.OnPosition(fixture.Update(
MissileAirborneDestination, DestinationCell, teleportSequence: 5,
guid: MissileGuid, isGrounded: true));
Assert.True(fixture.Lifetime.Entities.TryGetActive(
MissileGuid, out RuntimeEntityRecord canonical));
Assert.Null(canonical.RemoteMotion);
Assert.NotNull(canonical.Projectile);
PhysicsBody body = canonical.PhysicsBody!;
Vector3 resolved = MissileAirborneDestination + DestinationWorldOffset;
Assert.Equal(resolved, body.Position);
Assert.Equal(body.Position, fixture.Entity.Position);
// A1's own assertion: ParentCellId agrees with the RESOLVED body's
// OWN cell — the review's concrete wrong-cell scenario, checked
// positively here rather than only on the no-op scenarios below.
Assert.Equal(body.CellPosition.ObjCellId, fixture.Entity.ParentCellId);
Assert.Equal(DestinationCell, fixture.Entity.ParentCellId);
// D-P4: the collision table was force-ended (no seeded owner here to
// assert a 1->0 transition — that half is covered at
// tests/AcDream.Runtime.Tests — but the call must not throw or
// leave the entity uncollidable long-term; Tick below proves it is
// still a live, ordinary object).
ShadowEntry shadowEntry = Assert.Single(
fixture.Shadows.AllEntriesForDebug(),
entry => entry.EntityId == fixture.Entity.Id);
Assert.Equal(body.Position, shadowEntry.Position);
fixture.DrainPlacementFifo();
}
[Fact]
public void MissileFarCommit_PlacesBodyNoRemoteMotionParentCellIdAgreesWithBody()
{
using var fixture = new Fixture(MissileGuid, isMissile: true);
fixture.PublishDestinationCollision();
fixture.ServiceWindow.Allow(DestinationLandblock);
fixture.Controller.OnPosition(fixture.Update(
MissileAirborneDestination, DestinationCell, teleportSequence: 1,
guid: MissileGuid, isGrounded: true));
Assert.True(fixture.Lifetime.Entities.TryGetActive(
MissileGuid, out RuntimeEntityRecord canonical));
Assert.Null(canonical.RemoteMotion);
PhysicsBody body = canonical.PhysicsBody!;
Vector3 resolved = MissileAirborneDestination + DestinationWorldOffset;
Assert.Equal(resolved, body.Position);
Assert.Equal(body.Position, fixture.Entity.Position);
Assert.Equal(body.CellPosition.ObjCellId, fixture.Entity.ParentCellId);
Assert.Equal(DestinationCell, fixture.Entity.ParentCellId);
fixture.DrainPlacementFifo();
}
/// <summary>
/// B1 EnvCell id — an indoor-format low word (0x100+, outside
/// <c>LandDefs.AdjustToOutside</c>'s 1-0x40 outdoor range) staged onto
/// the body BEFORE the store-path dispatch below. This is what makes
/// the regression assertion actually discriminate: for an OUTDOOR
/// source/destination pair, <c>PhysicsBody.Position</c>'s setter
/// delta-syncs <c>CellPosition</c> through <c>AdjustToOutside</c> and
/// happens to re-derive the correct destination landblock anyway (pure
/// geometry, no collision data needed) — so a wrong
/// <c>body.CellPosition.ObjCellId</c> read would coincidentally agree
/// with <c>record.FullCellId</c> and the test would pass either way.
/// An INDOOR source cell takes <c>SyncCellPositionDelta</c>'s OTHER
/// branch (<c>PhysicsBody.cs:295-300</c>): it carries the position delta
/// but never re-derives the cell id, so <c>body.CellPosition.ObjCellId</c>
/// stays PINNED at the stale indoor source cell through the store path.
/// <c>record.FullCellId</c> has no such blind spot — it is merged from
/// the wire unconditionally — so this is the scenario where the two
/// expressions genuinely diverge and MAJOR 1's revert is provable.
/// </summary>
private const uint IndoorSourceCell = SourceLandblock | 0x0100u;
/// <summary>
/// Residual 1 close (round-2 review): the STORE path — <c>Refused</c> —
/// at the App layer, closing both the coverage gap AND standing as the
/// regression test for MAJOR 1 (the <c>ParentCellId</c> revert). The
/// destination is deliberately left outside the service window
/// (<see cref="RemoteServiceWindow.Allow"/> is never called for
/// <see cref="DestinationLandblock"/>), so
/// <c>CanAttemptDestination</c> refuses before the engine ever runs and
/// <c>StoreAcceptedDestinationPose</c> resolves the destination through
/// Runtime's own world frame instead of a commit. <c>Refused</c> is
/// still a storing (A1-admitted) outcome, so the App-level presentation
/// sync runs — the entity's position AND <c>ParentCellId</c> must both
/// move to the DESTINATION (the wire cell), not the stale INDOOR source
/// cell a <c>body.CellPosition.ObjCellId</c> read would have produced
/// (see <see cref="IndoorSourceCell"/>'s doc comment for why an outdoor
/// source cell would not have discriminated here).
/// </summary>
[Fact]
public void MissileFarRefused_StorePathStillMovesEntityToDestinationParentCellIdAgreesWithWireCell()
{
using var fixture = new Fixture(MissileGuid, isMissile: true);
Assert.True(fixture.Lifetime.Entities.TryGetActive(
MissileGuid, out RuntimeEntityRecord canonicalBeforeStage));
PhysicsBody stagedBody = canonicalBeforeStage.PhysicsBody!;
stagedBody.SnapToCell(
IndoorSourceCell, stagedBody.Position, stagedBody.Position);
Assert.Equal(IndoorSourceCell, stagedBody.CellPosition.ObjCellId);
fixture.PublishDestinationCollision();
// Deliberately NOT allowed — CanAttemptDestination refuses.
fixture.Controller.OnPosition(fixture.Update(
MissileAirborneDestination, DestinationCell, teleportSequence: 1,
guid: MissileGuid, isGrounded: true));
Assert.True(fixture.Lifetime.Entities.TryGetActive(
MissileGuid, out RuntimeEntityRecord canonical));
Assert.Null(canonical.RemoteMotion);
Assert.NotNull(canonical.Projectile);
PhysicsBody body = canonical.PhysicsBody!;
Vector3 resolved = MissileAirborneDestination + DestinationWorldOffset;
Assert.Equal(resolved, body.Position);
Assert.True(body.InWorld);
// The store fallback never re-derives an INDOOR cell id — confirms
// the divergence this test is built to exercise actually occurred.
Assert.Equal(IndoorSourceCell, body.CellPosition.ObjCellId);
// The exact B1 regression check: ParentCellId is the DESTINATION
// (wire) cell, matching record.FullCellId — never
// body.CellPosition.ObjCellId, which just asserted it is STILL the
// stale indoor source cell.
Assert.Equal(body.Position, fixture.Entity.Position);
Assert.Equal(DestinationCell, fixture.Entity.ParentCellId);
fixture.DrainPlacementFifo();
}
[Fact]
public void MissileNear_NoOp_BodyUnchangedNoRemoteMotionNoWirePoseWrite()
{
using var fixture = new Fixture(MissileGuid, isMissile: true);
Vector3 spawnPose = fixture.Entity.Position;
var target = new Vector3(4f, 3f, SpawnHeight);
fixture.Controller.OnPosition(fixture.Update(
target, SourceCell, teleportSequence: 1,
guid: MissileGuid, isGrounded: true));
Assert.True(fixture.Lifetime.Entities.TryGetActive(
MissileGuid, out RuntimeEntityRecord canonical));
Assert.Null(canonical.RemoteMotion);
PhysicsBody body = canonical.PhysicsBody!;
Assert.Equal(spawnPose, body.Position);
// A1's regression, asserted directly: no early wire-pose write —
// the render entity was never moved to `target`.
Assert.Equal(spawnPose, fixture.Entity.Position);
Assert.NotEqual(target, fixture.Entity.Position);
}
[Fact]
public void MissileAirborne_NoOp_BodyUnchangedNoRemoteMotion()
{
using var fixture = new Fixture(MissileGuid, isMissile: true);
Vector3 spawnPose = fixture.Entity.Position;
var wirePos = new Vector3(50f, 50f, SpawnHeight);
fixture.Controller.OnPosition(fixture.Update(
wirePos, SourceCell, teleportSequence: 1,
guid: MissileGuid, isGrounded: false));
Assert.True(fixture.Lifetime.Entities.TryGetActive(
MissileGuid, out RuntimeEntityRecord canonical));
Assert.Null(canonical.RemoteMotion);
PhysicsBody body = canonical.PhysicsBody!;
Assert.Equal(spawnPose, body.Position);
Assert.Equal(spawnPose, fixture.Entity.Position);
}
[Fact]
public void MissileNullClassification_Swallowed_NoRemoteMotionNoWriteNoPredictionChange()
{
using var fixture = new Fixture(
MissileGuid, nullClassification: true, isMissile: true);
Vector3 spawnPose = fixture.Entity.Position;
ulong predictionBefore = fixture.Projectile!.PredictionAuthorityVersion;
var wirePos = new Vector3(50f, 50f, SpawnHeight);
fixture.Controller.OnPosition(fixture.Update(
wirePos, SourceCell, teleportSequence: 1,
guid: MissileGuid, isGrounded: true));
Assert.True(fixture.Lifetime.Entities.TryGetActive(
MissileGuid, out RuntimeEntityRecord canonical));
Assert.Null(canonical.RemoteMotion);
PhysicsBody body = canonical.PhysicsBody!;
Assert.Equal(spawnPose, body.Position);
Assert.Equal(spawnPose, fixture.Entity.Position);
Assert.Equal(
predictionBefore, fixture.Projectile.PredictionAuthorityVersion);
}
/// <summary>
/// A2/R1's regression scenario, driven end to end: Missile bit set, but
/// no <c>RuntimeProjectile</c> bound (TryBind refused, or has not run
/// yet — <c>ProjectileController.cs:160-166</c>'s unsupported-Setup
/// case, or the pre-bind window). Retail places every non-player object
/// unconditionally; the fixed classifier must classify this packet
/// Remote and route it through the SAME generic remote placement path
/// an ordinary remote uses — never the frozen silent drop the
/// unconjoined discriminator produced.
/// </summary>
[Fact]
public void MissileUnbound_FallsThroughToRemoteTail_TracksInsteadOfFreezing()
{
using var fixture = new Fixture(MissileGuid, isMissile: false);
Assert.True(fixture.Lifetime.Entities.TryGetActive(
MissileGuid, out RuntimeEntityRecord canonical));
// Flip Missile AFTER construction, deliberately WITHOUT binding a
// RuntimeProjectile — the unbound shape A2 names.
fixture.Lifetime.Entities.SetFinalPhysicsState(
canonical,
canonical.FinalPhysicsState | PhysicsStateFlags.Missile);
Assert.Null(canonical.Projectile);
EntityPhysicsHost host = fixture.InstallHost();
fixture.Remote.Body.TransientState = TransientStateFlags.Active
| TransientStateFlags.Contact;
fixture.PublishDestinationCollision();
fixture.ServiceWindow.Allow(DestinationLandblock);
Vector3 spawnPose = fixture.Entity.Position;
fixture.Controller.OnPosition(fixture.Update(
MissileAirborneDestination, DestinationCell, teleportSequence: 1,
guid: MissileGuid, isGrounded: true));
// Placed via the ordinary remote far-snap arm — not frozen, and
// armed exactly like FarSnap_BothGuids above.
Assert.NotEqual(spawnPose, fixture.Remote.Body.Position);
Assert.Equal(fixture.Remote.Body.Position, fixture.Entity.Position);
Assert.Equal(DestinationCell, fixture.Entity.ParentCellId);
Assert.NotNull(host.PositionManager.Constraint);
fixture.DrainPlacementFifo();
}
/// <summary>
/// A3/R2's adopted-body scenario: an ordinary remote (populated Interp
/// queue, an armed ConstrainTo leash) whose Missile bit is later set by
/// a State packet — <c>ProjectileController.TryBind</c>'s shared-body
/// branch adopts the SAME <c>RemoteMotion</c>/body rather than replacing
/// it. Retail's <c>teleport_hook</c> per-manager guards are satisfied
/// for this shape, so all six actions run; the App-level pre-dispatch
/// hook call (mirroring the remote teleport arm's own
/// <c>RunRemoteTeleportHook</c> wiring) must un-arm the leash and clear
/// the queue before the placement, exactly like retail's ordering.
/// </summary>
[Fact]
public void MissileAdoptedBody_TeleportCommit_UnConstrainsAndClearsInterpQueue()
{
using var fixture = new Fixture(MissileGuid, isMissile: false);
EntityPhysicsHost host = fixture.InstallHost();
fixture.Remote.Body.TransientState = TransientStateFlags.Active
| TransientStateFlags.Contact;
// Arm the leash and populate the queue directly — the pre-teleport
// "live remote" state the adopted-body scenario requires.
host.PositionManager.ConstrainTo(
new AcDream.Core.Physics.Position(
SourceCell, fixture.Remote.Body.Position, Quaternion.Identity),
startDistance: 1f,
maxDistance: 5f);
Assert.NotNull(host.PositionManager.Constraint);
fixture.Remote.Interp.Enqueue(
fixture.Remote.Body.Position + Vector3.UnitX,
heading: 0f,
isMovingTo: false,
currentBodyPosition: fixture.Remote.Body.Position);
Assert.True(fixture.Remote.Interp.IsActive);
// TryBind's shared-body branch: adopt the SAME body into a
// RuntimeProjectile, and set Missile — the record now carries BOTH
// a RemoteMotion and a bound projectile, exactly like production.
Assert.True(fixture.Lifetime.Entities.TryGetActive(
MissileGuid, out RuntimeEntityRecord canonical));
fixture.Lifetime.Entities.SetFinalPhysicsState(
canonical,
canonical.FinalPhysicsState | PhysicsStateFlags.Missile);
fixture.Lifetime.Physics.BindProjectile(
canonical,
canonical.PhysicsBody!,
new ProjectileCollisionSphere(Vector3.Zero, 0.1f, 1f));
Assert.NotNull(canonical.Projectile);
Assert.NotNull(canonical.RemoteMotion);
fixture.PublishDestinationCollision();
fixture.ServiceWindow.Allow(DestinationLandblock);
fixture.Controller.OnPosition(fixture.Update(
MissileAirborneDestination, DestinationCell, teleportSequence: 5,
guid: MissileGuid, isGrounded: true));
// UnConstrain and StopInterpolating both ran. UnConstrain unmarks
// IsConstrained rather than nulling the manager back out (it was
// lazily CREATED by the ConstrainTo test-setup call above, and
// creation is one-way) — this is the exact discriminator
// WireAirborneNullClassified_BothGuids_WritesOnlyAP135Bookkeeping's
// own comment names ("Constraint is lazily created only on a
// genuine arm").
Assert.NotNull(host.PositionManager.Constraint);
Assert.False(host.PositionManager.Constraint!.IsConstrained);
Assert.False(fixture.Remote.Interp.IsActive);
// The placement itself still committed through the projectile arm.
Assert.Equal(
MissileAirborneDestination + DestinationWorldOffset,
canonical.PhysicsBody!.Position);
fixture.DrainPlacementFifo();
}
/// <summary>
/// B1/B2 fix (round-2 review): the far-branch counterpart to
/// <see cref="MissileAdoptedBody_TeleportCommit_UnConstrainsAndClearsInterpQueue"/>.
/// Retail's far branch (<c>SetPositionSimple</c>,
/// <c>player_distance &gt;= 96 m</c>) runs <c>StopInterpolating</c>
/// @0x005163C9-@0x005163CB whenever <c>position_manager != 0</c> — the
/// SAME guard the teleport branch's full <c>teleport_hook</c> shares
/// for its own <c>StopInterpolating</c> action — but the far branch
/// does NOT run the other five teleport_hook actions (no
/// <c>UnConstrain</c>). For a bare missile this is structurally inert
/// (no <c>RemoteMotion</c>), which is why the pre-round-2 AP-141 row
/// could call the far-branch skip "faithful by consequence." The
/// adopted-body case breaks that: it carries a live <c>Interp</c>
/// queue the far branch must ALSO clear, while its armed
/// <c>ConstrainTo</c> leash must stay armed (proving the far branch
/// really does run only <c>StopInterpolating</c>, not the full hook).
///
/// <para>
/// Round-3 nit (C2): "leash still armed" pins acdream's OWN divergence,
/// not retail's behaviour. Retail's <c>HandleReceivedPosition</c>
/// @0x00454254/@0x00454272 re-anchors an existing leash at the object's
/// just-updated position on every nonzero <c>MoveOrTeleport</c> return —
/// including the far branch's. acdream's far arm never calls
/// <c>ConstrainTo</c> at all (D-P4, AP-141 clause (b)), so "still armed"
/// here means "left exactly as staged," not "correctly re-anchored." A
/// future reader should not read this assertion as full far-branch
/// leash fidelity — only the <c>StopInterpolating</c> half is ported.
/// </para>
/// </summary>
[Fact]
public void MissileAdoptedBody_FarCommit_ClearsInterpQueueButLeavesConstraintArmed()
{
using var fixture = new Fixture(MissileGuid, isMissile: false);
EntityPhysicsHost host = fixture.InstallHost();
fixture.Remote.Body.TransientState = TransientStateFlags.Active
| TransientStateFlags.Contact;
host.PositionManager.ConstrainTo(
new AcDream.Core.Physics.Position(
SourceCell, fixture.Remote.Body.Position, Quaternion.Identity),
startDistance: 1f,
maxDistance: 5f);
Assert.NotNull(host.PositionManager.Constraint);
Assert.True(host.PositionManager.Constraint!.IsConstrained);
fixture.Remote.Interp.Enqueue(
fixture.Remote.Body.Position + Vector3.UnitX,
heading: 0f,
isMovingTo: false,
currentBodyPosition: fixture.Remote.Body.Position);
Assert.True(fixture.Remote.Interp.IsActive);
Assert.True(fixture.Lifetime.Entities.TryGetActive(
MissileGuid, out RuntimeEntityRecord canonical));
fixture.Lifetime.Entities.SetFinalPhysicsState(
canonical,
canonical.FinalPhysicsState | PhysicsStateFlags.Missile);
fixture.Lifetime.Physics.BindProjectile(
canonical,
canonical.PhysicsBody!,
new ProjectileCollisionSphere(Vector3.Zero, 0.1f, 1f));
Assert.NotNull(canonical.Projectile);
Assert.NotNull(canonical.RemoteMotion);
fixture.PublishDestinationCollision();
fixture.ServiceWindow.Allow(DestinationLandblock);
// teleportSequence: 1 (unchanged from the fixture's baseline) with a
// cross-landblock destination classifies as the FAR disposition
// (SetPositionSimple) — the same discriminator
// MissileFarCommit_PlacesBodyNoRemoteMotionParentCellIdAgreesWithBody
// uses above, just against the adopted-body shape instead of a bare
// missile.
fixture.Controller.OnPosition(fixture.Update(
MissileAirborneDestination, DestinationCell, teleportSequence: 1,
guid: MissileGuid, isGrounded: true));
// StopInterpolating ran — the queue is cleared.
Assert.False(fixture.Remote.Interp.IsActive);
// UnConstrain did NOT run — the far branch is one action, not six.
// The leash is still armed.
Assert.NotNull(host.PositionManager.Constraint);
Assert.True(host.PositionManager.Constraint!.IsConstrained);
// The placement itself still committed through the projectile arm.
Assert.Equal(
MissileAirborneDestination + DestinationWorldOffset,
canonical.PhysicsBody!.Position);
fixture.DrainPlacementFifo();
}
private sealed class Fixture : IDisposable
{
internal RuntimeEntityObjectLifetime Lifetime { get; }
@ -510,6 +938,13 @@ public sealed class LiveEntityNetworkOnPositionCollapseMatrixTests
internal WorldEntity Entity { get; }
internal RemoteMotion Remote { get; private set; } = null!;
internal LiveEntityAnimationState? Animated { get; private set; }
/// <summary>
/// C4 route 5 (A5 fix): the bound projectile component for an
/// <c>isMissile</c> fixture — <see langword="null"/> for an ordinary
/// remote fixture. Exposed so tests can assert prediction-version
/// movement without re-deriving it from <see cref="Lifetime"/>.
/// </summary>
internal RuntimeProjectile? Projectile { get; private set; }
private readonly GpuWorldState _spatial;
private readonly uint _guid;
private readonly bool _nullClassification;
@ -517,7 +952,8 @@ public sealed class LiveEntityNetworkOnPositionCollapseMatrixTests
internal Fixture(
uint guid,
bool nullClassification = false,
bool withAnimation = false)
bool withAnimation = false,
bool isMissile = false)
{
_guid = guid;
_nullClassification = nullClassification;
@ -559,8 +995,16 @@ public sealed class LiveEntityNetworkOnPositionCollapseMatrixTests
ForcePosition: 1,
ObjDesc: 1,
Instance: 1);
// C4 route 5 (A5 fix): a missile fixture carries the Missile bit
// from spawn — the SAME data-driven bit
// RuntimeEntityObjectLifetime.ClassifyRemoteAcceptedPosition
// (D-P1) reads, so this fixture's record classifies exactly like
// a real missile would once TryBind/BindProjectile below binds
// the component.
PhysicsStateFlags baseState = PhysicsStateFlags.ReportCollisions
| (isMissile ? PhysicsStateFlags.Missile : PhysicsStateFlags.None);
var physics = new PhysicsSpawnData(
RawState: (uint)PhysicsStateFlags.ReportCollisions,
RawState: (uint)baseState,
Position: wirePosition,
Movement: null,
AnimationFrame: null,
@ -593,7 +1037,7 @@ public sealed class LiveEntityNetworkOnPositionCollapseMatrixTests
null,
null,
0x09000001u,
PhysicsState: (uint)PhysicsStateFlags.ReportCollisions,
PhysicsState: (uint)baseState,
InstanceSequence: 1,
PositionSequence: 1,
MovementSequence: 1,
@ -606,24 +1050,65 @@ public sealed class LiveEntityNetworkOnPositionCollapseMatrixTests
"fixture failed to materialize the remote entity");
Assert.True(Runtime.RebucketLiveEntity(_guid, SourceCell));
var remote = new RemoteMotion();
remote.Body.SnapToCell(SourceCell, Entity.Position, Entity.Position);
remote.CellId = SourceCell;
Runtime.SetRemoteMotionRuntime(_guid, remote);
Remote = remote;
Shadows.Register(
Entity.Id,
0x02000001u,
Entity.Position,
Entity.Rotation,
radius: 0.48f,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: SourceLandblock,
collisionType: ShadowCollisionType.Cylinder,
cylHeight: 1.835f,
seedCellId: SourceCell,
isStatic: false);
// C4 route 5 (A5 fix): a missile fixture binds a
// RuntimeProjectile directly through the SAME production Runtime
// entry point ProjectileController.TryBind eventually calls
// (RuntimePhysicsState.BindProjectile) — never a RemoteMotion.
// This is the exact shape invariant 8's mutual exclusion pins:
// Missile-set means a projectile arm and NO RemoteMotion ever
// exists for the entity.
if (isMissile)
{
var body = new PhysicsBody
{
Position = Entity.Position,
Orientation = Entity.Rotation,
LastUpdateTime = 1d,
State = baseState,
TransientState = TransientStateFlags.Active,
};
body.SnapToCell(SourceCell, Entity.Position, Entity.Position);
RuntimeEntityRecord canonical = record.Canonical!;
Lifetime.Entities.SetPhysicsBody(canonical, body);
canonical.ObjectClock.Activate();
Lifetime.Physics.AcknowledgeSpatialProjection(canonical, spatial: true);
Projectile = (RuntimeProjectile)Lifetime.Physics.BindProjectile(
canonical, body, new ProjectileCollisionSphere(Vector3.Zero, 0.1f, 1f));
Shadows.Register(
Entity.Id,
0x02000001u,
Entity.Position,
Entity.Rotation,
radius: 0.1f,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: SourceLandblock,
collisionType: ShadowCollisionType.Sphere,
state: (uint)baseState,
seedCellId: SourceCell,
isStatic: false);
}
else
{
var remote = new RemoteMotion();
remote.Body.SnapToCell(SourceCell, Entity.Position, Entity.Position);
remote.CellId = SourceCell;
Runtime.SetRemoteMotionRuntime(_guid, remote);
Remote = remote;
Shadows.Register(
Entity.Id,
0x02000001u,
Entity.Position,
Entity.Rotation,
radius: 0.48f,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: SourceLandblock,
collisionType: ShadowCollisionType.Cylinder,
cylHeight: 1.835f,
seedCellId: SourceCell,
isStatic: false);
}
var origin = new LiveWorldOriginState();
origin.SetPlaceholder(

View file

@ -164,16 +164,21 @@ public sealed class ProjectileControllerTests
Assert.True(fixture.Controller.TryBind(record, ProjectileSetup(), 2.0));
IRuntimeProjectile runtime = record.ProjectileRuntime!;
Assert.True(fixture.Controller.ApplyAuthoritativePosition(
record,
worldPosition: new Vector3(10f, 202f, 5f),
cellLocalPosition: new Vector3(10f, 10f, 5f),
orientation: Quaternion.Identity,
velocity: new Vector3(1f, 2f, 3f),
fullCellId: CellB,
currentTime: 2.1,
liveCenterX: 1,
liveCenterY: 1));
// C4 route 5: accepted-Position placement now routes through
// RuntimeRemotePlacementDriveController.ApplyAcceptedProjectilePosition
// (Runtime-owned, tested at tests/AcDream.Runtime.Tests). This test is
// about Tick/hydration behaviour for a pending destination, not about
// the placement seam itself, so the destination is written directly —
// mirroring what a committed placement leaves on the canonical body —
// and the presentation ack uses the SAME production method the seam's
// caller uses (SyncPresentationFromResolvedBody).
runtime.Body.SnapToCell(
CellB,
new Vector3(10f, 202f, 5f),
new Vector3(10f, 10f, 5f));
runtime.Body.Orientation = Quaternion.Identity;
Assert.True(fixture.Live.RebucketLiveEntity(Guid, CellB));
Assert.True(fixture.Controller.SyncPresentationFromResolvedBody(record, 2.1));
Assert.False(record.IsSpatiallyVisible);
Assert.True(record.IsSpatiallyProjected);
@ -365,8 +370,16 @@ public sealed class ProjectileControllerTests
}
[Fact]
public void FreshVectorAndPositionCorrectionsMutateSameBody()
public void FreshVectorCorrectionsMutateTheCanonicalBody()
{
// C4 route 5: the Position half of this test (a correction commits a
// velocity too) is RETIRED by design (D-P5) — a byte-level decode of
// retail's MoveOrTeleport (@0x00516330-@0x00516438) confirms it never
// reads its velocity argument, and RuntimeRemotePlacementDriveController
// .ApplyAcceptedProjectilePosition commits no velocity from a Position
// packet. The no-velocity invariant (a Position correction leaves an
// in-flight body's velocity bit-identical) is exercised at
// tests/AcDream.Runtime.Tests, the seam's own layer, not here.
var fixture = new Fixture();
LiveEntityRecord record = fixture.Spawn(instance: 3);
Assert.True(fixture.Controller.TryBind(record, ProjectileSetup(), 4.0));
@ -379,43 +392,20 @@ public sealed class ProjectileControllerTests
currentTime: 4.5));
Assert.Equal(new Vector3(7f, 8f, 9f), body.Velocity);
Assert.Equal(new Vector3(0f, 0f, 2f), body.Omega);
var correction = new Vector3(30f, 31f, 32f);
var correctedVelocity = new Vector3(3f, 4f, 5f);
Assert.True(fixture.Controller.ApplyAuthoritativePosition(
record,
correction,
new Vector3(30f, 31f, 32f),
Quaternion.Identity,
correctedVelocity,
CellA,
currentTime: 5.0,
liveCenterX: 1,
liveCenterY: 1));
Assert.Same(body, record.PhysicsBody);
Assert.Equal(correction, body.Position);
Assert.Equal(correction, record.WorldEntity!.Position);
Assert.Equal(correctedVelocity, body.Velocity);
// InboundPhysicsStateController normalizes an absent PositionPack
// velocity to zero before this contract is called.
Assert.True(fixture.Controller.ApplyAuthoritativePosition(
record,
correction,
new Vector3(30f, 31f, 32f),
Quaternion.Identity,
Vector3.Zero,
CellA,
currentTime: 5.1,
liveCenterX: 1,
liveCenterY: 1));
Assert.Equal(Vector3.Zero, body.Velocity);
}
// C4 route 5: the AuthoritativeMutation.Position case of this theory is
// RETIRED — accepted-Position corrections no longer route through
// ProjectileController at all (RuntimeRemotePlacementDriveController
// .ApplyAcceptedProjectilePosition owns them). The successor —
// "a split quantum straddling an accepted far/teleport Position aborts
// Complete rather than clobbering the committed placement" — is a
// Runtime-level test (trap T3) at tests/AcDream.Runtime.Tests, exercised
// directly against RuntimeProjectilePhysicsUpdater.TryBegin/Complete and
// the new seam, since that pairing is what now shares the prediction
// version this scenario discards.
[Theory]
[InlineData(AuthoritativeMutation.Vector)]
[InlineData(AuthoritativeMutation.Position)]
[InlineData(AuthoritativeMutation.State)]
public void AuthoritativeMutationBetweenQuantumHalvesDiscardsPrediction(
AuthoritativeMutation mutation)
@ -429,7 +419,6 @@ public sealed class ProjectileControllerTests
quantum: 0.05f,
out ProjectileController.QuantumStep step));
Vector3 correctedPosition = new(30f, 31f, 32f);
Vector3 correctedVelocity = new(7f, 8f, 9f);
Vector3 correctedOmega = new(0f, 0f, 2f);
PhysicsStateFlags correctedState = MissileState | PhysicsStateFlags.Gravity;
@ -443,19 +432,6 @@ public sealed class ProjectileControllerTests
currentTime: 1.02));
break;
case AuthoritativeMutation.Position:
Assert.True(fixture.Controller.ApplyAuthoritativePosition(
record,
correctedPosition,
correctedPosition,
Quaternion.Identity,
correctedVelocity,
CellA,
currentTime: 1.02,
liveCenterX: 1,
liveCenterY: 1));
break;
case AuthoritativeMutation.State:
record.FinalPhysicsState = correctedState;
Assert.True(fixture.Controller.ApplyAuthoritativeState(
@ -477,10 +453,6 @@ public sealed class ProjectileControllerTests
Assert.Equal(correctedVelocity, body.Velocity);
Assert.Equal(correctedOmega, body.Omega);
break;
case AuthoritativeMutation.Position:
Assert.Equal(correctedPosition, body.Position);
Assert.Equal(correctedVelocity, body.Velocity);
break;
case AuthoritativeMutation.State:
Assert.Equal(correctedState, body.State);
break;
@ -856,14 +828,21 @@ public sealed class ProjectileControllerTests
}
[Fact]
public void MalformedFreshUpdates_DoNotPoisonCanonicalBodyOrPose()
public void MalformedFreshVectorUpdate_DoesNotPoisonCanonicalBody()
{
// C4 route 5: the Position half of this test moved. A malformed
// accepted-Position payload for a missile is rejected further
// upstream now — the shared CanAcceptPositionPayload gate
// (unchanged, its own tests still cover it directly) runs
// unconditionally in OnPosition BEFORE the D-P6 dispatch even
// decides this is a missile packet, so the malformed-payload swallow
// is exercised at that layer (LiveEntityNetworkUpdateController's own
// "invalid-payload swallow" test), not here.
var fixture = new Fixture();
LiveEntityRecord record = fixture.Spawn(instance: 1);
Assert.True(fixture.Controller.TryBind(record, ProjectileSetup(), 1.0));
PhysicsBody body = record.PhysicsBody!;
Vector3 velocity = body.Velocity;
Vector3 position = body.Position;
Assert.True(fixture.Controller.ApplyAuthoritativeVector(
record,
@ -871,19 +850,6 @@ public sealed class ProjectileControllerTests
Vector3.Zero,
currentTime: 2.0));
Assert.Equal(velocity, body.Velocity);
Assert.True(fixture.Controller.ApplyAuthoritativePosition(
record,
new Vector3(float.PositiveInfinity, 0f, 0f),
new Vector3(float.PositiveInfinity, 0f, 0f),
Quaternion.Identity,
Vector3.Zero,
CellA,
currentTime: 2.1,
liveCenterX: 1,
liveCenterY: 1));
Assert.Equal(position, body.Position);
Assert.Equal(position, record.WorldEntity!.Position);
}
[Fact]
@ -1333,16 +1299,33 @@ public sealed class ProjectileControllerTests
accepted.Position!.Value.LandblockId,
_ => throw new InvalidOperationException("re-entry recreated the entity")));
Assert.True(fixture.Controller.ApplyAuthoritativePosition(
record,
worldPosition: new Vector3(12f, 10f, 5f),
cellLocalPosition: new Vector3(12f, 10f, 5f),
orientation: Quaternion.Identity,
velocity: Vector3.Zero,
fullCellId: CellA,
currentTime: 10.0,
liveCenterX: 1,
liveCenterY: 1));
// C4 route 5: the placement itself is Runtime-owned now
// (RuntimeRemotePlacementDriveController.ApplyAcceptedProjectilePosition,
// tested at tests/AcDream.Runtime.Tests). This test is about the
// shadow/clock re-entry after a pickup+leave-world, so the resolved
// destination is written directly and the presentation ack reuses
// the same production method the seam's caller uses.
// ApplyAuthoritativeState (unchanged) rebases the controller's own
// `_lastFiniteGameTime` to the packet's receipt time exactly like the
// deleted ApplyAuthoritativePosition's `currentTime` parameter used
// to — it is a same-value state re-assert (no functional State
// change), used here purely as the clock anchor.
Assert.True(fixture.Controller.ApplyAuthoritativeState(
record, record.FinalPhysicsState, currentTime: 10.0, 1, 1));
record.PhysicsBody!.SnapToCell(
CellA,
new Vector3(12f, 10f, 5f),
new Vector3(12f, 10f, 5f));
record.PhysicsBody.Orientation = Quaternion.Identity;
// D-P5: a Position packet no longer commits velocity (the retired
// behaviour this test used to lean on via the deleted method's
// `velocity: Vector3.Zero` argument). The Vector channel is a
// separate concern (untouched by route 5); stop the body directly so
// this test's clock/shadow assertions are not confounded by ordinary
// straight-line motion.
record.PhysicsBody.set_velocity(Vector3.Zero);
Assert.True(fixture.Live.RebucketLiveEntity(Guid, CellA));
Assert.True(fixture.Controller.SyncPresentationFromResolvedBody(record, 10.0));
// The incarnation-stable RetailObjectQuantumClock is canonical after
// the R6 cutover; PhysicsBody.LastUpdateTime is only a legacy absolute
// clock mirror and need not equal the packet receipt time once the
@ -1431,8 +1414,20 @@ public sealed class ProjectileControllerTests
Assert.Equal(0, fixture.Controller.Count);
}
/// <summary>
/// C4 route 5: the accepted-Position placement itself moved to
/// RuntimeRemotePlacementDriveController.ApplyAcceptedProjectilePosition,
/// which re-validates currency internally before writing (proof
/// obligation P3's argument, tested at tests/AcDream.Runtime.Tests). This
/// test now exercises the successor of the OLD method's post-commit
/// currency guard: ProjectileController.SyncPresentationFromResolvedBody
/// (D-P2's closing paragraph) must refuse to touch presentation once a
/// reentrant guid-reuse callback has already replaced the incarnation it
/// was called for — a stale ack must never write through to the
/// replacement.
/// </summary>
[Fact]
public void AuthoritativePosition_ReentrantGuidReuseStopsOldPostRebucketWork()
public void SyncPresentation_ReentrantGuidReuseNeverTouchesTheReplacement()
{
var fixture = new Fixture();
LiveEntityRecord first = fixture.Spawn(instance: 7);
@ -1450,22 +1445,28 @@ public sealed class ProjectileControllerTests
replacement = fixture.Spawn(instance: 8);
};
Assert.True(fixture.Controller.ApplyAuthoritativePosition(
first,
worldPosition: new Vector3(10f, 202f, 5f),
cellLocalPosition: new Vector3(10f, 10f, 5f),
orientation: Quaternion.Identity,
velocity: new Vector3(44f, 0f, 0f),
fullCellId: CellB,
currentTime: 1.1,
liveCenterX: 1,
liveCenterY: 1));
// The trigger: a landblock unload is the SAME visibility-loss edge
// LandblockUnload_SuspendsProjectileAtVisibilityEdgeWithoutFrameScan
// uses. RebucketLiveEntity is deliberately NOT the trigger here — it
// suppresses ProjectionVisibilityChanged for its OWN guid mid-call
// (LiveEntityRuntime.OnSpatialVisibilityChanged's `_rebucketingGuid`
// guard), which is exactly why the real placement seam's reentrant
// hazard is observable at the SPATIAL edge, not through a caller's
// own rebucket.
fixture.Spatial.RemoveLandblock(0x0101FFFFu);
Assert.True(replaced);
// The stale ack for the SUPERSEDED incarnation must refuse.
Assert.False(fixture.Controller.SyncPresentationFromResolvedBody(first, 1.1));
Assert.NotNull(replacement);
Assert.True(fixture.Live.TryGetRecord(Guid, out var current));
Assert.Same(replacement, current);
Assert.Null(current.ProjectileRuntime);
Assert.Null(current.PhysicsBody);
// The replacement's own spawn position (Fixture.Spawn's default),
// untouched by the stale ack — the positive half of the assertion,
// not merely "the ack returned false".
Assert.Equal(new Vector3(10f, 10f, 5f), current.WorldEntity!.Position);
Assert.Equal(0, fixture.Controller.Count);
}
@ -1580,10 +1581,11 @@ public sealed class ProjectileControllerTests
}
}
// C4 route 5: Position is retired from this enum — see the comment on
// AuthoritativeMutationBetweenQuantumHalvesDiscardsPrediction.
public enum AuthoritativeMutation
{
Vector,
Position,
State,
}

View file

@ -0,0 +1,322 @@
using System.Numerics;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Runtime.Entities;
using AcDream.Runtime.Physics;
namespace AcDream.Runtime.Tests.Entities;
/// <summary>
/// C4 route 5 (D-P1, REVISED after the review round — A2/R1):
/// <see cref="RuntimeEntityObjectLifetime.ClassifyRemoteAcceptedPosition"/>
/// derives <c>RuntimePositionEntityKind</c> from
/// <c>canonical.FinalPhysicsState &amp; PhysicsStateFlags.Missile</c>
/// CONJOINED with a bound, body-agreeing <c>RuntimeProjectile</c> — never
/// the Missile bit alone. Retail places every non-player object
/// unconditionally; a Missile-flagged record with no bound projectile
/// (<c>TryBind</c> permanently refused, or has not run yet) must still
/// classify Remote so it keeps tracking through the ordinary remote
/// placement path, exactly like the deleted <c>ApplyAuthoritativePosition</c>'s
/// <c>TryGetCurrent</c> fall-through. Mirrors
/// <see cref="RuntimeRemoteTeleportClassificationTests"/>'s fixture shape.
/// </summary>
public sealed class RuntimeProjectilePositionKindTests
{
private const uint Cell = 0x0101FFFFu;
private const uint OtherCell = 0x0102FFFFu;
[Fact]
public void MissileBitSetAndBound_ClassifiesProjectileAuthoritative()
{
using var lifetime = new RuntimeEntityObjectLifetime();
lifetime.BindEventContext(static () => new RuntimeGenerationToken(1), static () => 1UL);
const uint guid = 0x70006001u;
RuntimeEntityRecord canonical =
lifetime.RegisterEntity(Spawn(guid, Cell, instance: 1)).Canonical!;
lifetime.Entities.SetFinalPhysicsState(
canonical,
canonical.FinalPhysicsState | PhysicsStateFlags.Missile);
BindProjectile(lifetime, canonical, Cell);
WorldSession.EntityPositionUpdate update = PositionUpdate(
guid, OtherCell, positionSequence: 2, teleportSequence: 0);
Assert.True(lifetime.TryApplyPosition(
update,
isLocalPlayer: false,
forcePositionRotation: null,
currentLocalVelocity: null,
acknowledgeProjection: null,
out PositionTimestampDisposition disposition,
out _,
out AcceptedPhysicsTimestamps timestamps));
Assert.Equal(PositionTimestampDisposition.Apply, disposition);
Assert.True(lifetime.Entities.TryGetActive(guid, out RuntimeEntityRecord after));
Assert.True((after.FinalPhysicsState & PhysicsStateFlags.Missile) != 0);
Assert.NotNull(after.Projectile);
RuntimeAuthoritativePositionRoute? route = lifetime.ClassifyRemoteAcceptedPosition(
after, update, disposition, timestamps, playerDistance: 10f);
Assert.NotNull(route);
Assert.Equal(
RuntimeSetPositionOperationKind.ProjectileAuthoritative,
route!.Value.OperationKind);
}
/// <summary>
/// A2/R1: the Missile bit alone is not sufficient. TryBind's permanent
/// refusal (an unsupported multi-sphere Setup) or the pre-bind window
/// leaves <c>record.Projectile</c> null while the bit stays set — this
/// must still classify Remote so the packet is placed by the ordinary
/// remote path, never silently dropped.
/// </summary>
[Fact]
public void MissileBitSetButUnbound_ClassifiesRemoteAuthoritative()
{
using var lifetime = new RuntimeEntityObjectLifetime();
lifetime.BindEventContext(static () => new RuntimeGenerationToken(1), static () => 1UL);
const uint guid = 0x70006005u;
RuntimeEntityRecord canonical =
lifetime.RegisterEntity(Spawn(guid, Cell, instance: 1)).Canonical!;
lifetime.Entities.SetFinalPhysicsState(
canonical,
canonical.FinalPhysicsState | PhysicsStateFlags.Missile);
// Deliberately never bind a RuntimeProjectile.
Assert.Null(canonical.Projectile);
WorldSession.EntityPositionUpdate update = PositionUpdate(
guid, OtherCell, positionSequence: 2, teleportSequence: 0);
Assert.True(lifetime.TryApplyPosition(
update,
isLocalPlayer: false,
forcePositionRotation: null,
currentLocalVelocity: null,
acknowledgeProjection: null,
out PositionTimestampDisposition disposition,
out _,
out AcceptedPhysicsTimestamps timestamps));
Assert.Equal(PositionTimestampDisposition.Apply, disposition);
Assert.True(lifetime.Entities.TryGetActive(guid, out RuntimeEntityRecord after));
Assert.True((after.FinalPhysicsState & PhysicsStateFlags.Missile) != 0);
Assert.Null(after.Projectile);
RuntimeAuthoritativePositionRoute? route = lifetime.ClassifyRemoteAcceptedPosition(
after, update, disposition, timestamps, playerDistance: 10f);
Assert.NotNull(route);
Assert.Equal(
RuntimeSetPositionOperationKind.RemoteAuthoritative,
route!.Value.OperationKind);
}
[Fact]
public void MissileBitClear_ClassifiesRemoteAuthoritative()
{
using var lifetime = new RuntimeEntityObjectLifetime();
lifetime.BindEventContext(static () => new RuntimeGenerationToken(1), static () => 1UL);
const uint guid = 0x70006002u;
RuntimeEntityRecord canonical =
lifetime.RegisterEntity(Spawn(guid, Cell, instance: 1)).Canonical!;
Assert.True((canonical.FinalPhysicsState & PhysicsStateFlags.Missile) == 0);
WorldSession.EntityPositionUpdate update = PositionUpdate(
guid, OtherCell, positionSequence: 2, teleportSequence: 0);
Assert.True(lifetime.TryApplyPosition(
update,
isLocalPlayer: false,
forcePositionRotation: null,
currentLocalVelocity: null,
acknowledgeProjection: null,
out PositionTimestampDisposition disposition,
out _,
out AcceptedPhysicsTimestamps timestamps));
Assert.Equal(PositionTimestampDisposition.Apply, disposition);
Assert.True(lifetime.Entities.TryGetActive(guid, out RuntimeEntityRecord after));
RuntimeAuthoritativePositionRoute? route = lifetime.ClassifyRemoteAcceptedPosition(
after, update, disposition, timestamps, playerDistance: 10f);
Assert.NotNull(route);
Assert.Equal(
RuntimeSetPositionOperationKind.RemoteAuthoritative,
route!.Value.OperationKind);
}
/// <summary>
/// Trap T4 / invariant 8's mutual-exclusion proof, exercised at the flip
/// itself: a State packet installing Missile mid-life (ACE's ordinary
/// arrow-becomes-live-missile edge, or its converse on impact) makes the
/// VERY NEXT Position packet classify the OTHER kind — no stale
/// classification survives the flip.
/// </summary>
[Fact]
public void MissileBitFlipMidLife_NextPositionReclassifies()
{
using var lifetime = new RuntimeEntityObjectLifetime();
lifetime.BindEventContext(static () => new RuntimeGenerationToken(1), static () => 1UL);
const uint guid = 0x70006003u;
RuntimeEntityRecord canonical =
lifetime.RegisterEntity(Spawn(guid, Cell, instance: 1)).Canonical!;
Assert.True((canonical.FinalPhysicsState & PhysicsStateFlags.Missile) == 0);
WorldSession.EntityPositionUpdate firstUpdate = PositionUpdate(
guid, OtherCell, positionSequence: 2, teleportSequence: 0);
Assert.True(lifetime.TryApplyPosition(
firstUpdate,
isLocalPlayer: false,
forcePositionRotation: null,
currentLocalVelocity: null,
acknowledgeProjection: null,
out PositionTimestampDisposition firstDisposition,
out _,
out AcceptedPhysicsTimestamps firstTimestamps));
Assert.True(lifetime.Entities.TryGetActive(guid, out RuntimeEntityRecord beforeFlip));
RuntimeAuthoritativePositionRoute? beforeRoute =
lifetime.ClassifyRemoteAcceptedPosition(
beforeFlip, firstUpdate, firstDisposition, firstTimestamps, playerDistance: 10f);
Assert.Equal(
RuntimeSetPositionOperationKind.RemoteAuthoritative,
beforeRoute!.Value.OperationKind);
// A State packet (0x0013-family) installs Missile — the classifier
// itself never sees a State packet; only the NEXT Position does.
lifetime.Entities.SetFinalPhysicsState(
beforeFlip,
beforeFlip.FinalPhysicsState | PhysicsStateFlags.Missile);
// TryBind's production ordering: a State packet setting Missile is
// immediately followed by binding (ApplyAuthoritativeState ->
// TryBind). A2/R1 pins the classifier on the BOUND shape, so this
// scenario's flip is only complete once the component exists too.
BindProjectile(lifetime, beforeFlip, OtherCell);
WorldSession.EntityPositionUpdate secondUpdate = PositionUpdate(
guid, Cell, positionSequence: 3, teleportSequence: 0);
Assert.True(lifetime.TryApplyPosition(
secondUpdate,
isLocalPlayer: false,
forcePositionRotation: null,
currentLocalVelocity: null,
acknowledgeProjection: null,
out PositionTimestampDisposition secondDisposition,
out _,
out AcceptedPhysicsTimestamps secondTimestamps));
Assert.True(lifetime.Entities.TryGetActive(guid, out RuntimeEntityRecord afterFlip));
RuntimeAuthoritativePositionRoute? afterRoute =
lifetime.ClassifyRemoteAcceptedPosition(
afterFlip, secondUpdate, secondDisposition, secondTimestamps, playerDistance: 10f);
Assert.NotNull(afterRoute);
Assert.Equal(
RuntimeSetPositionOperationKind.ProjectileAuthoritative,
afterRoute!.Value.OperationKind);
}
/// <summary>
/// Attaches a canonical body (if not already present) and binds a
/// <c>RuntimeProjectile</c> to it through the SAME production entry
/// point <c>ProjectileController.TryBind</c> eventually calls
/// (<c>RuntimePhysicsState.BindProjectile</c>) — the classifier's
/// conjunctive test (A2/R1) reads exactly this state.
/// </summary>
private static void BindProjectile(
RuntimeEntityObjectLifetime lifetime,
RuntimeEntityRecord record,
uint cellId)
{
if (record.PhysicsBody is not { } body)
{
body = new PhysicsBody
{
Position = new Vector3(10f, 20f, 5f),
Orientation = Quaternion.Identity,
LastUpdateTime = 1d,
State = record.FinalPhysicsState,
TransientState = TransientStateFlags.Active,
};
body.SnapToCell(cellId, body.Position, body.Position);
lifetime.Entities.SetPhysicsBody(record, body);
}
lifetime.Physics.BindProjectile(
record, body, new ProjectileCollisionSphere(Vector3.Zero, 0.1f, 1f));
}
private static WorldSession.EntityPositionUpdate PositionUpdate(
uint guid,
uint cellId,
ushort positionSequence,
ushort teleportSequence) =>
new(
guid,
new CreateObject.ServerPosition(
cellId, 12f, 14f, 7f, 1f, 0f, 0f, 0f),
Velocity: null,
PlacementId: null,
IsGrounded: true,
InstanceSequence: 1,
PositionSequence: positionSequence,
TeleportSequence: teleportSequence,
ForcePositionSequence: 0);
private static WorldSession.EntitySpawn Spawn(
uint guid,
uint cellId,
ushort instance)
{
var position = new CreateObject.ServerPosition(
cellId, 10f, 20f, 5f, 1f, 0f, 0f, 0f);
var timestamps = new PhysicsTimestamps(
Position: 1,
Movement: 1,
State: 1,
Vector: 1,
Teleport: 0,
ServerControlledMove: 1,
ForcePosition: 0,
ObjDesc: 1,
Instance: instance);
var physics = new PhysicsSpawnData(
RawState: 0x408u,
Position: position,
Movement: null,
AnimationFrame: null,
SetupTableId: 0x02000001u,
MotionTableId: 0x09000001u,
SoundTableId: null,
PhysicsScriptTableId: null,
Parent: null,
Children: null,
Scale: null,
Friction: null,
Elasticity: null,
Translucency: null,
Velocity: null,
Acceleration: null,
AngularVelocity: null,
DefaultScriptType: null,
DefaultScriptIntensity: null,
Timestamps: timestamps);
return new WorldSession.EntitySpawn(
guid,
position,
0x02000001u,
Array.Empty<CreateObject.AnimPartChange>(),
Array.Empty<CreateObject.TextureChange>(),
Array.Empty<CreateObject.SubPaletteSwap>(),
null,
null,
"remote-projectile-kind",
null,
null,
0x09000001u,
PhysicsState: 0x408u,
InstanceSequence: instance,
MovementSequence: 1,
ServerControlSequence: 1,
PositionSequence: 1,
Physics: physics);
}
}

View file

@ -117,9 +117,16 @@ public sealed class RuntimeRemotePlacementDriveControllerTests
/// teleport branches (<c>RuntimeSetPositionOperationKind.LocalAuthoritative</c>),
/// not only for remotes. The static predicate itself is exercised
/// directly (no entity/body needed) since it takes only the route.
///
/// <para>
/// C4 route 5 (D-P3): <c>ProjectileAuthoritative</c> is REMOVED from this
/// negative list — the widening makes it a positively-owned kind now
/// (see <see cref="OwnsPlacement_TrueForProjectileAuthoritative_SetPositionAndSetPositionSimple"/>).
/// Only the two kinds that stay excluded remain here.
/// </para>
/// </summary>
[Fact]
public void OwnsPlacement_FalseWhenOperationKindIsNotRemoteAuthoritative()
public void OwnsPlacement_FalseWhenOperationKindIsNotRemoteOrProjectileAuthoritative()
{
// RuntimeSetPositionOperationKind is internal, so a public [Theory]
// cannot take it as a parameter (CS0051) — iterate directly instead,
@ -130,7 +137,6 @@ public sealed class RuntimeRemotePlacementDriveControllerTests
{
RuntimeSetPositionOperationKind.InitialLogin,
RuntimeSetPositionOperationKind.LocalAuthoritative,
RuntimeSetPositionOperationKind.ProjectileAuthoritative,
})
{
using var lifetime = new RuntimeEntityObjectLifetime(FlatEngine());
@ -2256,6 +2262,845 @@ public sealed class RuntimeRemotePlacementDriveControllerTests
AssertConverged(lifetime);
}
// ── C4 route 5: projectile arm (D-P2/D-P3/D-P4/D-P5) ───────────────────
/// <summary>
/// D-P3: the widening itself, isolated from any entity/body — mirrors
/// <see cref="OwnsPlacement_FalseWhenOperationKindIsNotRemoteAuthoritative"/>'s
/// shape but for the positive case.
/// </summary>
[Fact]
public void OwnsPlacement_TrueForProjectileAuthoritative_SetPositionAndSetPositionSimple()
{
using var lifetime = new RuntimeEntityObjectLifetime(FlatEngine());
RuntimeEntityRecord record = CreateRemoteRecord(lifetime, 0x70004001u);
foreach (RuntimeAuthoritativePositionDisposition disposition in
new[]
{
RuntimeAuthoritativePositionDisposition.SetPosition,
RuntimeAuthoritativePositionDisposition.SetPositionSimple,
})
{
RuntimeAuthoritativePositionRoute route = MakeRoute(
record,
disposition,
DestinationCell,
operationKind: RuntimeSetPositionOperationKind.ProjectileAuthoritative);
Assert.True(RuntimeRemotePlacementDriveController.OwnsPlacement(route));
}
// A projectile Create (InitialCreateFlags, no Teleport bit) is still
// excluded — the same Teleport-flag discriminator that excludes a
// remote top-level Create.
RuntimeAuthoritativePositionRoute createRoute = MakeRoute(
record,
RuntimeAuthoritativePositionDisposition.SetPosition,
DestinationCell,
operationKind: RuntimeSetPositionOperationKind.ProjectileAuthoritative,
setPositionFlags: PhysicsSetPositionFlags.Placement
| PhysicsSetPositionFlags.Slide);
Assert.False(RuntimeRemotePlacementDriveController.OwnsPlacement(createRoute));
}
[Fact]
public void ApplyAcceptedProjectilePosition_Null_WhenOperationKindIsNotProjectileAuthoritative()
{
using var lifetime = new RuntimeEntityObjectLifetime(FlatEngine());
(RuntimeEntityRecord record, _) = CreateProjectileRecord(
lifetime, 0x70004002u, SourceCell);
var window = new FakeServiceWindow();
window.Allow(DestinationLandblock);
RuntimeRemotePlacementDriveController drive = CreateDrive(lifetime, window);
RuntimeAuthoritativePositionRoute route = MakeRoute(
record,
RuntimeAuthoritativePositionDisposition.SetPosition,
DestinationCell,
operationKind: RuntimeSetPositionOperationKind.RemoteAuthoritative);
Assert.Null(drive.ApplyAcceptedProjectilePosition(record, route));
Assert.Equal(0, drive.PendingCount);
AssertConverged(lifetime);
}
[Fact]
public void ApplyAcceptedProjectilePosition_Null_WhenNoProjectileComponentIsBound()
{
using var lifetime = new RuntimeEntityObjectLifetime(FlatEngine());
RuntimeEntityRecord record = CreateRemoteRecord(lifetime, 0x70004003u);
AttachBody(lifetime, record, SourceCell);
// Deliberately never BindProjectile — record.Projectile stays null.
var window = new FakeServiceWindow();
window.Allow(DestinationLandblock);
RuntimeRemotePlacementDriveController drive = CreateDrive(lifetime, window);
RuntimeAuthoritativePositionRoute route = MakeRoute(
record,
RuntimeAuthoritativePositionDisposition.SetPosition,
DestinationCell,
operationKind: RuntimeSetPositionOperationKind.ProjectileAuthoritative);
Assert.Null(drive.ApplyAcceptedProjectilePosition(record, route));
}
/// <summary>
/// D-P2's teleport/cell-less row + D-P4's force-end + D-P5's no-velocity,
/// asserted together on the ONE committed outcome (process rule 4 —
/// assert the full observable surface, not a subset). The body moves to
/// the resolved (world-frame-shifted) destination, the prediction version
/// advances (trap T3's guard), an in-flight nonzero velocity survives
/// bit-identical (D-P5), no <c>RemoteMotion</c>/constraint host exists
/// anywhere for the entity (D-P4's never-armed pin), and the collision
/// table the teleport hook reduction force-ends is empty afterward
/// (proof obligation P5).
/// </summary>
[Fact]
public void ApplyAcceptedProjectilePosition_TeleportCommit_MovesBodyForceEndsCollisionNoVelocityNoConstraint()
{
using var lifetime = new RuntimeEntityObjectLifetime(FlatEngine());
CommitLandblockCollision(lifetime, DestinationLandblock);
(RuntimeEntityRecord record, RuntimeProjectile projectile) =
CreateProjectileRecord(lifetime, 0x70004004u, SourceCell);
PhysicsBody body = record.PhysicsBody!;
var inFlightVelocity = new Vector3(5f, 0f, -2f);
body.set_velocity(inFlightVelocity);
ulong predictionBefore = projectile.PredictionAuthorityVersion;
SeedCollisionOwner(lifetime, record, 0x70004104u, SourceCell);
Assert.Equal(
1, lifetime.Physics.CollisionReports.CaptureOwnership().OwnerCount);
var window = new FakeServiceWindow();
window.Allow(DestinationLandblock);
RuntimeRemotePlacementDriveController drive = CreateDrive(lifetime, window);
// Airborne (well above CommitLandblockCollision's flat terrain at
// SpawnHeight): landing in ground contact would legitimately let the
// shared placement pipeline's ordinary contact response touch
// velocity (retail landing behaviour, not this route's concern) —
// an airborne destination isolates the no-velocity-FROM-THE-PACKET
// assertion from that confound.
var destination = new Vector3(12f, 14f, SpawnHeight + 10f);
RuntimeAuthoritativePositionRoute route = MakeRoute(
record,
RuntimeAuthoritativePositionDisposition.SetPosition,
DestinationCell,
destination,
operationKind: RuntimeSetPositionOperationKind.ProjectileAuthoritative);
RuntimeRemotePlacementExecutionStatus? status =
drive.ApplyAcceptedProjectilePosition(record, route);
Assert.Equal(RuntimeRemotePlacementExecutionStatus.Committed, status);
Assert.Equal(destination + new Vector3(192f, 0f, 0f), body.Position);
Assert.NotEqual(predictionBefore, projectile.PredictionAuthorityVersion);
Assert.Equal(inFlightVelocity, body.Velocity);
Assert.Null(record.RemoteMotion);
Assert.Equal(
0, lifetime.Physics.CollisionReports.CaptureOwnership().OwnerCount);
// A4 fix (review round): the shadow-sync half of
// SyncProjectilePresentation, asserted directly rather than left
// vacuous — the shadow row moves to the RESOLVED body position.
Assert.True(body.InWorld);
ShadowEntry shadowEntry = Assert.Single(
lifetime.Physics.Engine.ShadowObjects.AllEntriesForDebug(),
entry => entry.EntityId == record.Key!.Value.LocalEntityId);
Assert.Equal(body.Position, shadowEntry.Position);
DrainPlacementFifo(lifetime);
AssertConverged(lifetime);
}
/// <summary>D-P2's far row, mirroring the teleport commit's assertions.</summary>
[Fact]
public void ApplyAcceptedProjectilePosition_FarCommit_MovesBodyNoVelocityNoConstraint()
{
using var lifetime = new RuntimeEntityObjectLifetime(FlatEngine());
CommitLandblockCollision(lifetime, DestinationLandblock);
(RuntimeEntityRecord record, RuntimeProjectile projectile) =
CreateProjectileRecord(lifetime, 0x70004005u, SourceCell);
PhysicsBody body = record.PhysicsBody!;
var inFlightVelocity = new Vector3(0f, 7f, 1f);
body.set_velocity(inFlightVelocity);
ulong predictionBefore = projectile.PredictionAuthorityVersion;
var window = new FakeServiceWindow();
window.Allow(DestinationLandblock);
RuntimeRemotePlacementDriveController drive = CreateDrive(lifetime, window);
var destination = new Vector3(12f, 14f, SpawnHeight + 10f);
RuntimeAuthoritativePositionRoute route = MakeRoute(
record,
RuntimeAuthoritativePositionDisposition.SetPositionSimple,
DestinationCell,
destination,
operationKind: RuntimeSetPositionOperationKind.ProjectileAuthoritative);
RuntimeRemotePlacementExecutionStatus? status =
drive.ApplyAcceptedProjectilePosition(record, route);
Assert.Equal(RuntimeRemotePlacementExecutionStatus.Committed, status);
Assert.Equal(destination + new Vector3(192f, 0f, 0f), body.Position);
Assert.NotEqual(predictionBefore, projectile.PredictionAuthorityVersion);
Assert.Equal(inFlightVelocity, body.Velocity);
Assert.Null(record.RemoteMotion);
Assert.True(body.InWorld);
ShadowEntry shadowEntry = Assert.Single(
lifetime.Physics.Engine.ShadowObjects.AllEntriesForDebug(),
entry => entry.EntityId == record.Key!.Value.LocalEntityId);
Assert.Equal(body.Position, shadowEntry.Position);
DrainPlacementFifo(lifetime);
AssertConverged(lifetime);
}
/// <summary>
/// A4 fix (review round): the spatial+hidden branch — the entity stays
/// <c>InWorld</c> (retail keeps a Hidden object as a retained live
/// <c>CPhysicsObj</c>, not a leave-world) but its shadow row is
/// suspended, not published at the resolved pose.
/// </summary>
[Fact]
public void ApplyAcceptedProjectilePosition_TeleportCommit_HiddenSuspendsShadowStaysInWorld()
{
using var lifetime = new RuntimeEntityObjectLifetime(FlatEngine());
CommitLandblockCollision(lifetime, DestinationLandblock);
(RuntimeEntityRecord record, _) =
CreateProjectileRecord(lifetime, 0x7000400Bu, SourceCell);
Assert.Equal(1, lifetime.Physics.Engine.ShadowObjects.TotalRegistered);
lifetime.Entities.SetFinalPhysicsState(
record, record.FinalPhysicsState | PhysicsStateFlags.Hidden);
var window = new FakeServiceWindow();
window.Allow(DestinationLandblock);
RuntimeRemotePlacementDriveController drive = CreateDrive(lifetime, window);
var destination = new Vector3(12f, 14f, SpawnHeight + 10f);
RuntimeAuthoritativePositionRoute route = MakeRoute(
record,
RuntimeAuthoritativePositionDisposition.SetPosition,
DestinationCell,
destination,
operationKind: RuntimeSetPositionOperationKind.ProjectileAuthoritative);
Assert.Equal(
RuntimeRemotePlacementExecutionStatus.Committed,
drive.ApplyAcceptedProjectilePosition(record, route));
Assert.True(record.PhysicsBody!.InWorld);
Assert.Equal(0, lifetime.Physics.Engine.ShadowObjects.TotalRegistered);
DrainPlacementFifo(lifetime);
AssertConverged(lifetime);
}
/// <summary>
/// A4 fix (review round): the non-spatial branch — a record that never
/// became a spatial root (e.g. still pending a landblock) is left
/// <c>InWorld = false</c>, its <c>Active</c> transient flag cleared, and
/// its shadow suspended.
///
/// <para>
/// Uses the STORE (<c>Refused</c>) path rather than a commit: a
/// successful canonical commit re-establishes spatial-root status as
/// part of entering the world, so the non-spatial branch is reachable
/// only through the outcomes that never touch spatial registration —
/// exactly the store fallback's shape.
/// </para>
/// </summary>
[Fact]
public void ApplyAcceptedProjectilePosition_Refused_NonSpatialDeactivatesAndSuspends()
{
using var lifetime = new RuntimeEntityObjectLifetime(FlatEngine());
lifetime.Physics.ObserveLocalWorldFrame(SourceCell, teleportAdvanced: false);
(RuntimeEntityRecord record, _) =
CreateProjectileRecord(lifetime, 0x7000400Cu, SourceCell);
Assert.Equal(1, lifetime.Physics.Engine.ShadowObjects.TotalRegistered);
// Withdraw spatial-root status — AcknowledgeSpatialProjection
// (spatial: false) is a no-op (only its `true` branch touches
// _spatialRoots); RemoveSpatialProjection is the actual withdrawal.
lifetime.Physics.RemoveSpatialProjection(record);
var window = new FakeServiceWindow();
// Deliberately NOT allowed — the pre-flight refuses, so the store
// fallback runs without ever touching spatial registration.
RuntimeRemotePlacementDriveController drive = CreateDrive(lifetime, window);
var destination = new Vector3(12f, 14f, SpawnHeight + 10f);
RuntimeAuthoritativePositionRoute route = MakeRoute(
record,
RuntimeAuthoritativePositionDisposition.SetPositionSimple,
DestinationCell,
destination,
operationKind: RuntimeSetPositionOperationKind.ProjectileAuthoritative);
Assert.Equal(
RuntimeRemotePlacementExecutionStatus.Refused,
drive.ApplyAcceptedProjectilePosition(record, route));
Assert.False(record.PhysicsBody!.InWorld);
Assert.Equal(
TransientStateFlags.None,
record.PhysicsBody.TransientState & TransientStateFlags.Active);
Assert.Equal(0, lifetime.Physics.Engine.ShadowObjects.TotalRegistered);
DrainPlacementFifo(lifetime);
AssertConverged(lifetime);
}
/// <summary>
/// A6 fix (review round): the re-entry activation edge. A projectile
/// that had left the world (suspended, <c>InWorld = false</c>) and comes
/// back through a committed accepted Position must be re-flagged
/// <c>Active</c> and have its legacy <c>LastUpdateTime</c> rebased — the
/// exact branch that reading <c>body.InWorld</c> AFTER the placement
/// (instead of capturing it before) made permanently dead.
/// </summary>
[Fact]
public void ApplyAcceptedProjectilePosition_TeleportCommit_ReenteringWorldReactivatesBody()
{
using var lifetime = new RuntimeEntityObjectLifetime(FlatEngine());
CommitLandblockCollision(lifetime, DestinationLandblock);
(RuntimeEntityRecord record, _) =
CreateProjectileRecord(lifetime, 0x7000400Du, SourceCell);
PhysicsBody body = record.PhysicsBody!;
body.InWorld = false;
body.TransientState &= ~TransientStateFlags.Active;
body.LastUpdateTime = -1d;
var window = new FakeServiceWindow();
window.Allow(DestinationLandblock);
RuntimeRemotePlacementDriveController drive = CreateDrive(lifetime, window);
var destination = new Vector3(12f, 14f, SpawnHeight + 10f);
RuntimeAuthoritativePositionRoute route = MakeRoute(
record,
RuntimeAuthoritativePositionDisposition.SetPosition,
DestinationCell,
destination,
operationKind: RuntimeSetPositionOperationKind.ProjectileAuthoritative);
Assert.Equal(
RuntimeRemotePlacementExecutionStatus.Committed,
drive.ApplyAcceptedProjectilePosition(record, route));
Assert.True(body.InWorld);
Assert.Equal(
TransientStateFlags.Active,
body.TransientState & TransientStateFlags.Active);
Assert.NotEqual(-1d, body.LastUpdateTime);
DrainPlacementFifo(lifetime);
AssertConverged(lifetime);
}
/// <summary>
/// D3's <c>Refused</c> row: the destination is outside the service
/// window, so the pre-flight declines before the engine ever runs — but
/// the accepted destination STILL advances through
/// <c>StoreAcceptedDestinationPose</c> (4b-3 invariant 1, extended by
/// D-P3 to the projectile column). Positive assertions throughout
/// (round-2 finding B1): the pose moved, the entity stayed in-world, and
/// prediction still invalidated once (the store fallback is a body write
/// too).
/// </summary>
[Fact]
public void ApplyAcceptedProjectilePosition_Refused_StillAdvancesPoseNoParkPredictionInvalidated()
{
using var lifetime = new RuntimeEntityObjectLifetime(FlatEngine());
// StoreAcceptedDestinationPose resolves the destination through
// Runtime's OWN world frame (never a caller-supplied position) —
// establish it exactly like CommitLandblockCollision's first step,
// without needing the destination's collision generation to commit
// (this test never reaches the engine).
lifetime.Physics.ObserveLocalWorldFrame(SourceCell, teleportAdvanced: false);
(RuntimeEntityRecord record, RuntimeProjectile projectile) =
CreateProjectileRecord(lifetime, 0x70004006u, SourceCell);
PhysicsBody body = record.PhysicsBody!;
ulong predictionBefore = projectile.PredictionAuthorityVersion;
var window = new FakeServiceWindow();
// Deliberately NOT allowed — the pre-flight refuses.
RuntimeRemotePlacementDriveController drive = CreateDrive(lifetime, window);
var destination = new Vector3(12f, 14f, SpawnHeight);
RuntimeAuthoritativePositionRoute route = MakeRoute(
record,
RuntimeAuthoritativePositionDisposition.SetPositionSimple,
DestinationCell,
destination,
operationKind: RuntimeSetPositionOperationKind.ProjectileAuthoritative);
RuntimeRemotePlacementExecutionStatus? status =
drive.ApplyAcceptedProjectilePosition(record, route);
Assert.Equal(RuntimeRemotePlacementExecutionStatus.Refused, status);
// The store fallback resolves through Runtime's world frame, the
// same +192m shift on X the committed-outcome tests observe.
Assert.Equal(destination + new Vector3(192f, 0f, 0f), body.Position);
Assert.NotEqual(predictionBefore, projectile.PredictionAuthorityVersion);
Assert.True(body.InWorld);
Assert.True(record.ObjectClock.IsActive);
Assert.Equal(0, drive.PendingCount);
// Residual 2 close (round-2 review): the store path publishes the
// shadow row too, not only the commit path the teleport/far commit
// tests already assert — SyncProjectilePresentation runs on every
// storing outcome, Refused included.
ShadowEntry shadowEntry = Assert.Single(
lifetime.Physics.Engine.ShadowObjects.AllEntriesForDebug(),
entry => entry.EntityId == record.Key!.Value.LocalEntityId);
Assert.Equal(body.Position, shadowEntry.Position);
AssertConverged(lifetime);
}
/// <summary>
/// D-P4's pinned no-op pair: <c>Interpolate</c> (near) and
/// <c>NoPositionOperation</c> (airborne) write nothing and do not
/// invalidate prediction — the positive fact that a straddling quantum
/// may complete over either.
/// </summary>
[Fact]
public void ApplyAcceptedProjectilePosition_PinnedNoOps_BodyAndPredictionUnchanged()
{
// RuntimeAuthoritativePositionDisposition is internal, so a public
// [Theory] cannot take it as a parameter (CS0051) — iterate directly,
// mirroring OwnsPlacement_FalseWhenOperationKindIsNotRemoteAuthoritative's
// own foreach-over-internal-enum shape.
foreach (RuntimeAuthoritativePositionDisposition disposition in
new[]
{
RuntimeAuthoritativePositionDisposition.Interpolate,
RuntimeAuthoritativePositionDisposition.NoPositionOperation,
})
{
using var lifetime = new RuntimeEntityObjectLifetime(FlatEngine());
(RuntimeEntityRecord record, RuntimeProjectile projectile) =
CreateProjectileRecord(lifetime, 0x70004007u, SourceCell);
PhysicsBody body = record.PhysicsBody!;
Vector3 positionBefore = body.Position;
Quaternion orientationBefore = body.Orientation;
ulong predictionBefore = projectile.PredictionAuthorityVersion;
var window = new FakeServiceWindow();
window.Allow(DestinationLandblock);
RuntimeRemotePlacementDriveController drive = CreateDrive(lifetime, window);
RuntimeAuthoritativePositionRoute route = MakeRoute(
record,
disposition,
DestinationCell,
operationKind: RuntimeSetPositionOperationKind.ProjectileAuthoritative);
Assert.Null(drive.ApplyAcceptedProjectilePosition(record, route));
Assert.Equal(positionBefore, body.Position);
Assert.Equal(orientationBefore, body.Orientation);
Assert.Equal(predictionBefore, projectile.PredictionAuthorityVersion);
Assert.Null(record.RemoteMotion);
Assert.Equal(0, drive.PendingCount);
AssertConverged(lifetime);
}
}
/// <summary>
/// D-P4's swallow rule (trap T5): a <c>RejectedAuthority</c>/
/// <c>RejectedData</c> classification for a missile packet writes
/// nothing — no body write, no store, no fall-through to any remote arm
/// (there is none reachable from this method regardless).
/// </summary>
[Fact]
public void ApplyAcceptedProjectilePosition_RejectedClassification_Swallowed()
{
foreach (RuntimeAuthoritativePositionDisposition disposition in
new[]
{
RuntimeAuthoritativePositionDisposition.RejectedAuthority,
RuntimeAuthoritativePositionDisposition.RejectedData,
})
{
using var lifetime = new RuntimeEntityObjectLifetime(FlatEngine());
(RuntimeEntityRecord record, RuntimeProjectile projectile) =
CreateProjectileRecord(lifetime, 0x70004008u, SourceCell);
PhysicsBody body = record.PhysicsBody!;
Vector3 positionBefore = body.Position;
ulong predictionBefore = projectile.PredictionAuthorityVersion;
var window = new FakeServiceWindow();
window.Allow(DestinationLandblock);
RuntimeRemotePlacementDriveController drive = CreateDrive(lifetime, window);
RuntimeAuthoritativePositionRoute route = MakeRoute(
record,
disposition,
DestinationCell,
operationKind: RuntimeSetPositionOperationKind.ProjectileAuthoritative);
Assert.Null(drive.ApplyAcceptedProjectilePosition(record, route));
Assert.Equal(positionBefore, body.Position);
Assert.Equal(predictionBefore, projectile.PredictionAuthorityVersion);
Assert.Equal(0, drive.PendingCount);
AssertConverged(lifetime);
}
}
/// <summary>
/// Test-plan item 6 / proof obligation-11: the SAME "retryable
/// preparation" shape <see cref="Teleport_LedgerConverges_AfterDetachRouteClearsARetainedRetry"/>
/// uses, driven through the projectile arm — proves the shared
/// <c>_pending</c>/<c>_awaitingAcknowledgement</c> ledgers converge for a
/// projectile operation with no new code (trap T9: no second map).
/// </summary>
[Fact]
public void ApplyAcceptedProjectilePosition_LedgerConverges_AfterDetachRouteClearsARetainedRetry()
{
using var lifetime = new RuntimeEntityObjectLifetime(FlatEngine());
CommitLandblockCollision(lifetime, DestinationLandblock);
(RuntimeEntityRecord record, _) = CreateProjectileRecord(
lifetime, 0x70004009u, SourceCell);
var window = new FakeServiceWindow();
window.Allow(DestinationLandblock);
RuntimeRemotePlacementDriveController drive = CreateDrive(lifetime, window);
var routeOwner = new object();
drive.AttachRoute(routeOwner);
var destination = new Vector3(12f, 14f, SpawnHeight);
RuntimeAuthoritativePositionRoute route = MakeRoute(
record,
RuntimeAuthoritativePositionDisposition.SetPosition,
DestinationCell,
destination,
operationKind: RuntimeSetPositionOperationKind.ProjectileAuthoritative);
RuntimeRemotePlacementExecutionStatus? status =
drive.ApplyAcceptedProjectilePosition(record, route);
Assert.Equal(RuntimeRemotePlacementExecutionStatus.Committed, status);
// A committed placement's Place receipt is never acknowledged in
// this bare fixture (no host subscription wired) — exactly the
// awaiting-acknowledgement dimension the ledger must also converge.
Assert.Equal(
1, lifetime.CaptureOwnership().RemotePlacementDrivePendingCount);
drive.DetachRoute(routeOwner);
Assert.Equal(0, drive.PendingCount);
Assert.Equal(
0, lifetime.CaptureOwnership().RemotePlacementDrivePendingCount);
AssertConverged(lifetime);
}
/// <summary>
/// Round-3 architecture review C1: <c>Advance()</c>'s projectile branch
/// (parked at round 2 / R3, reordered at round 2 / B5) had never been
/// executed by any test — all six pre-existing <c>drive.Advance()</c>
/// call sites in this file are remote-kind. This is the re-parked-
/// <c>Contention</c> half, mirroring
/// <see cref="FarSnap_RetryablePreparation_StoresThePoseAndStillRetainsTheRetry"/>
/// against a projectile instead of a remote: <c>UnusedCollisionSource</c>
/// never resolves a nonzero Setup id, so BOTH the entry-point call and
/// the retry keep returning <c>RetrySetupUnavailable</c> —
/// <c>Contention</c> — and the pending entry never drains on its own.
///
/// <para>
/// The B5 semantic change under test: the entry-point call invalidates
/// prediction unconditionally BEFORE the write (the existing, already-
/// asserted behaviour); the RETRY call must NOT invalidate a second time
/// when it re-parks, because a re-parked <c>Contention</c> writes
/// nothing (no store, no commit) — invalidating for it would violate
/// "the no-op dispositions invalidate nothing" on an arm that wrote
/// nothing. <see cref="RuntimeProjectile.PredictionAuthorityVersion"/>
/// captured immediately before and after <c>Advance()</c> must be equal.
/// </para>
/// </summary>
[Fact]
public void Advance_ProjectileRetryReParksAsContention_PredictionNotInvalidatedASecondTime()
{
using var lifetime = new RuntimeEntityObjectLifetime(FlatEngine());
// Deliberately NOT committing DestinationLandblock's collision
// generation — CanAttemptDestination only tests the service window
// and the collision PREFIX quiescence, neither of which this
// scenario needs to fail; the retryable failure comes from the
// Setup read below, exactly like FarSnap_RetryablePreparation_….
lifetime.Physics.ObserveLocalWorldFrame(SourceCell, teleportAdvanced: false);
(RuntimeEntityRecord record, RuntimeProjectile projectile) =
CreateProjectileRecord(
lifetime,
0x7000400Bu,
SourceCell,
setupTableId: 0x02000001u);
PhysicsBody body = record.PhysicsBody!;
Vector3 positionBefore = body.Position;
var window = new FakeServiceWindow();
window.Allow(DestinationLandblock);
RuntimeRemotePlacementDriveController drive = CreateDrive(lifetime, window);
var destination = new Vector3(12f, 14f, SpawnHeight);
RuntimeAuthoritativePositionRoute route = MakeRoute(
record,
RuntimeAuthoritativePositionDisposition.SetPositionSimple,
DestinationCell,
destination,
operationKind: RuntimeSetPositionOperationKind.ProjectileAuthoritative,
stopInterpolating: true);
// Entry point: Contention, retained, and prediction invalidated
// exactly once (the pre-existing, already-tested entry-point
// behaviour — asserted again here only as the retry's baseline).
Assert.Equal(
RuntimeRemotePlacementExecutionStatus.Contention,
drive.ApplyAcceptedProjectilePosition(record, route));
Assert.Equal(1, drive.PendingCount);
Assert.Equal(destination + new Vector3(192f, 0f, 0f), body.Position);
Assert.NotEqual(positionBefore, body.Position);
ulong predictionAfterEntry = projectile.PredictionAuthorityVersion;
// The retry: Setup is still unresolved, so SubmitAndResolve returns
// Contention again and re-parks — the B5 no-invalidate branch.
drive.Advance();
Assert.Equal(1, drive.PendingCount);
Assert.Equal(
predictionAfterEntry, projectile.PredictionAuthorityVersion);
// The re-park wrote nothing — the stored pose from the entry point
// is untouched.
Assert.Equal(destination + new Vector3(192f, 0f, 0f), body.Position);
RuntimePlacementCancellationReceipt cancellation =
lifetime.Physics.SetPosition.Forget(record);
if (cancellation.IsValid)
lifetime.Physics.SetPosition.PublishCancellation(cancellation);
drive.Advance();
Assert.Equal(0, drive.PendingCount);
AssertConverged(lifetime);
}
/// <summary>
/// Round-3 architecture review C1, the second half: a retained
/// projectile retry whose destination leaves the service window before
/// the next cadence pump — mirroring
/// <see cref="Advance_DestinationLeavesTheWindow_StoresTheNewestDestinationPose"/>
/// against a projectile. This exercises the STORING side C1 named as
/// unexercised: the retry's window-drop branch invalidates prediction
/// unconditionally (unlike the re-parked-<c>Contention</c> branch above)
/// because it runs <c>StoreAcceptedDestinationPose</c> — a real body
/// write — and it is the second call site (besides the entry point) that
/// must run <see cref="RuntimeRemotePlacementDriveController"/>'s
/// <c>SyncProjectilePresentation</c>, so the shadow row must follow the
/// body here too, closing B3's remaining retry-arm gap.
/// </summary>
[Fact]
public void Advance_ProjectileRetryDestinationLeavesTheWindow_StoresNewestPoseInvalidatesPredictionSyncsShadow()
{
using var lifetime = new RuntimeEntityObjectLifetime(FlatEngine());
lifetime.Physics.ObserveLocalWorldFrame(SourceCell, teleportAdvanced: false);
(RuntimeEntityRecord record, RuntimeProjectile projectile) =
CreateProjectileRecord(
lifetime,
0x7000400Cu,
SourceCell,
setupTableId: 0x02000001u);
PhysicsBody body = record.PhysicsBody!;
var window = new FakeServiceWindow();
window.Allow(DestinationLandblock);
RuntimeRemotePlacementDriveController drive = CreateDrive(lifetime, window);
var firstDestination = new Vector3(12f, 14f, SpawnHeight);
Assert.Equal(
RuntimeRemotePlacementExecutionStatus.Contention,
drive.ApplyAcceptedProjectilePosition(
record,
MakeRoute(
record,
RuntimeAuthoritativePositionDisposition.SetPositionSimple,
DestinationCell,
firstDestination,
operationKind: RuntimeSetPositionOperationKind.ProjectileAuthoritative,
stopInterpolating: true)));
Assert.Equal(1, drive.PendingCount);
ulong predictionAfterEntry = projectile.PredictionAuthorityVersion;
// The server keeps broadcasting while the retry sits retained: the
// accepted snapshot moves on, and the destination falls out of the
// service window before the next cadence pump.
var newestDestination = new Vector3(40f, 50f, SpawnHeight);
record.Snapshot = record.Snapshot with
{
Position = new CreateObject.ServerPosition(
DestinationCell,
newestDestination.X,
newestDestination.Y,
newestDestination.Z,
1f,
0f,
0f,
0f),
};
window.Forbid(DestinationLandblock);
drive.Advance();
Assert.Equal(0, drive.PendingCount);
Assert.Equal(
newestDestination + new Vector3(192f, 0f, 0f), body.Position);
Assert.NotEqual(
predictionAfterEntry, projectile.PredictionAuthorityVersion);
// SyncProjectilePresentation ran on the retry arm too — the shadow
// row followed the body to the newest stored pose.
ShadowEntry shadowEntry = Assert.Single(
lifetime.Physics.Engine.ShadowObjects.AllEntriesForDebug(),
entry => entry.EntityId == record.Key!.Value.LocalEntityId);
Assert.Equal(body.Position, shadowEntry.Position);
Assert.Equal(
0, lifetime.Physics.CaptureOwnership().SetPositionOperationCount);
AssertConverged(lifetime);
}
/// <summary>
/// Test-plan item 4 (trap T3): a split quantum straddling an accepted
/// far/teleport Position must abort at <c>Complete</c> rather than
/// clobber the committed placement — the scenario invisible from reading
/// the classifier alone, and the one this route's App-level predecessor
/// test (<c>AuthoritativeMutationBetweenQuantumHalvesDiscardsPrediction</c>)
/// used to cover before its Position case retired.
/// </summary>
[Fact]
public void ApplyAcceptedProjectilePosition_DuringOpenQuantum_CompleteAbortsAfterPredictionInvalidated()
{
using var lifetime = new RuntimeEntityObjectLifetime(FlatEngine());
CommitLandblockCollision(lifetime, DestinationLandblock);
(RuntimeEntityRecord record, RuntimeProjectile projectile) =
CreateProjectileRecord(lifetime, 0x7000400Au, SourceCell);
var updater = new RuntimeProjectilePhysicsUpdater(lifetime.Physics);
Assert.True(updater.TryBegin(
record,
quantum: 0.05f,
record.ObjectClockEpoch,
externalOwnerValid: null,
out RuntimeProjectilePhysicsCommit commit));
var window = new FakeServiceWindow();
window.Allow(DestinationLandblock);
RuntimeRemotePlacementDriveController drive = CreateDrive(lifetime, window);
var destination = new Vector3(12f, 14f, SpawnHeight);
RuntimeAuthoritativePositionRoute route = MakeRoute(
record,
RuntimeAuthoritativePositionDisposition.SetPosition,
DestinationCell,
destination,
operationKind: RuntimeSetPositionOperationKind.ProjectileAuthoritative);
RuntimeRemotePlacementExecutionStatus? status =
drive.ApplyAcceptedProjectilePosition(record, route);
Assert.Equal(RuntimeRemotePlacementExecutionStatus.Committed, status);
Vector3 committedPosition = record.PhysicsBody!.Position;
bool completed = updater.Complete(
commit,
liveCenterX: 0,
liveCenterY: 0,
acknowledgeProjection: static _ => true);
Assert.False(completed);
Assert.Equal(committedPosition, record.PhysicsBody.Position);
DrainPlacementFifo(lifetime);
AssertConverged(lifetime);
}
private static (RuntimeEntityRecord Record, RuntimeProjectile Projectile) CreateProjectileRecord(
RuntimeEntityObjectLifetime lifetime,
uint guid,
uint cellId,
bool registerShadow = true,
// C1 fix (round-3 architecture review): a nonzero setupTableId is
// what makes CanonicalSetupTableId != 0, which is what makes
// TryPrepareAuthoredMover actually consult UnusedCollisionSource
// (RuntimeSetPositionState.cs:1900-1918) instead of taking the
// ResolvedAbsent no-Setup path every other projectile fixture in
// this file relies on. Default null preserves every existing
// caller's behaviour exactly (id 0, ResolvedAbsent, always
// Prepared) — only the two new retry-arm tests pass a real id to
// deliberately provoke RetrySetupUnavailable.
uint? setupTableId = null)
{
RuntimeEntityRecord record = CreateRemoteRecord(
lifetime, guid, setupTableId);
lifetime.Entities.SetFinalPhysicsState(
record,
PhysicsStateFlags.Gravity
| PhysicsStateFlags.Missile
| PhysicsStateFlags.ReportCollisions);
PhysicsBody body = AttachBody(lifetime, record, cellId);
var sphere = new ProjectileCollisionSphere(Vector3.Zero, 0.1f, 1f);
var projectile = (RuntimeProjectile)lifetime.Physics.BindProjectile(
record, body, sphere);
// A4 fix (review round): a shadow registration is the prerequisite
// for ShadowObjectRegistry.UpdatePosition to do anything at all
// (it early-returns "not registered" otherwise) — without this, a
// test could assert the shadow-sync branch ran while
// SyncProjectilePresentation's shadow write was silently a no-op.
if (registerShadow)
{
lifetime.Physics.Engine.ShadowObjects.Register(
record.Key!.Value.LocalEntityId,
gfxObjId: 0u,
body.Position,
body.Orientation,
radius: 0.1f,
worldOffsetX: 0f,
worldOffsetY: 0f,
cellId & 0xFFFF0000u,
ShadowCollisionType.Sphere,
state: (uint)record.FinalPhysicsState,
seedCellId: cellId,
isStatic: false);
}
return (record, projectile);
}
/// <summary>
/// Seeds one collision-table owner row on <paramref name="owner"/> via
/// a peer entity's dynamic shadow + one reported collision — the same
/// mechanism <c>RuntimeCollisionReportingStateTests</c> uses, reduced to
/// the minimum this file's proof obligation P5 needs.
/// </summary>
private static void SeedCollisionOwner(
RuntimeEntityObjectLifetime lifetime,
RuntimeEntityRecord owner,
uint peerGuid,
uint cellId)
{
RuntimeEntityRecord peer = CreateRemoteRecord(lifetime, peerGuid);
AttachBody(lifetime, peer, cellId);
uint peerLocalId = peer.Key!.Value.LocalEntityId;
lifetime.Physics.Engine.ShadowObjects.Register(
peerLocalId,
gfxObjId: 0u,
peer.PhysicsBody!.Position,
Quaternion.Identity,
radius: 0.4f,
worldOffsetX: 0f,
worldOffsetY: 0f,
cellId & 0xFFFF0000u,
ShadowCollisionType.Sphere,
state: (uint)peer.FinalPhysicsState,
seedCellId: cellId,
isStatic: false);
var report = new PhysicsSetPositionCollisionReport(
ContactPlaneValid: false,
ContactPlane: default,
ContactPlaneCellId: 0u,
ContactPlaneIsWater: false,
LastKnownContactPlaneValid: false,
LastKnownContactPlane: default,
LastKnownContactPlaneCellId: 0u,
LastKnownContactPlaneIsWater: false,
SlidingNormalValid: false,
SlidingNormal: default,
CollisionNormalValid: false,
CollisionNormal: default,
CollidedWithEnvironment: false,
FramesStationaryFall: 0,
AdjustOffset: default,
LastCollidedObjectId: peerLocalId,
CollidedObjectIds: System.Collections.Immutable.ImmutableArray
.Create(peerLocalId));
Assert.True(lifetime.Physics.HandleSetPositionCollisions(
owner,
owner.PositionAuthorityVersion,
owner.SpatialAuthorityVersion,
owner.VelocityAuthorityVersion,
physicsTime: 1d,
previousContact: false,
previousOnWalkable: false,
report));
}
// ── Fixture ──────────────────────────────────────────────────────────
/// <summary>