test(phys): A6.P3 slice 1 — failing regression for Finding 2 CP blowup

Test asserts 60 frames of indoor flat-floor walking should produce
≤5 ContactPlane writes. Fails today (broken code: ~60 writes).
Will pass after Task 4 + Task 5 strip the per-frame synthesis path.

Fixture: synthetic CellPhysics with flat floor (±10m XY, floorZ=0),
CellBSP=null so ResolveCellId keeps the indoor classification, BSP
bounding sphere centered at the global sphere center (worldPosZ +
sphereRadius = 0.43) so NodeIntersects passes in FindWalkableInternal.
worldPosZ = -0.05 places sphere bottom 0.05m below floor so
ValidateWalkable's below-surface branch fires (dist = -0.05 < -ε).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-22 08:46:02 +02:00
parent 869edd93b0
commit 36975ef014

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@ -0,0 +1,294 @@
using System;
using System.Collections.Generic;
using System.Numerics;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Regression test for A6.P3 slice 1 — Finding 2 (ContactPlane resynthesis blowup).
///
/// <para>
/// Pre-fix behavior: <see cref="Transition.FindEnvCollisions"/> enters the
/// indoor BSP branch every frame, calls <see cref="Transition.TryFindIndoorWalkablePlane"/>
/// on every OK-result frame, which calls <see cref="Transition.ValidateWalkable"/>
/// which calls <see cref="CollisionInfo.SetContactPlane"/> 12 times per frame.
/// Over 60 frames of flat-floor walking: ~60120 additional ContactPlane writes.
/// </para>
///
/// <para>
/// Post-fix behavior: the contact plane is carried forward from LKCP (Last Known
/// ContactPlane) when already grounded on the same surface; synthesis fires at most
/// once on entry. Over 60 flat-floor frames: ≤5 additional CP writes.
/// </para>
///
/// <para>
/// Template: fixture pattern matches <see cref="FindEnvCollisionsMultiCellTests"/>
/// (engine + DataCache + RegisterCellStructForTest + AddLandblock + MakeGroundedTransition).
/// Tested cell cell ID 0xA9B40166 (low 16 bits = 0x0166 ≥ 0x0100 → indoor branch fires).
/// </para>
///
/// <para>
/// Retail oracle: A6.P2 findings doc
/// (<c>docs/research/2026-05-21-a6-cdb-capture-findings.md</c>), Finding 2.
/// </para>
/// </summary>
public class IndoorContactPlaneRetentionTests
{
// ── Cell ID ───────────────────────────────────────────────────────────────
// Low 16 bits = 0x0166 ≥ 0x0100 → indoor branch of FindEnvCollisions fires.
// This is a real Holtburg inn cell from A6.P1 scen3 captures.
private const uint IndoorCellId = 0xA9B40166u;
// ── Sphere radius matching BSPStepUpFixtures convention ──────────────────
private const float SphereRadius = 0.48f;
// ── Maximum allowed additional CP writes in 60 frames (post-fix budget) ──
private const int MaxAdditionalCpWrites = 5;
// ── Number of simulated frames ────────────────────────────────────────────
private const int SimulatedFrames = 60;
// =========================================================================
// Helpers
// =========================================================================
/// <summary>
/// Build a BSP leaf node that contains the given polygon ids.
///
/// The bounding sphere must cover the test sphere position so that
/// <c>NodeIntersects</c> passes and the BSP traversal reaches the leaf.
/// We parameterise the center so the caller can align it with the test geometry.
/// </summary>
private static PhysicsBSPTree BuildLeafBsp(
IEnumerable<ushort> polyIds,
Vector3 bspCenter,
float bspRadius = 10f)
{
var node = new PhysicsBSPNode
{
Type = BSPNodeType.Leaf,
BoundingSphere = new Sphere { Origin = bspCenter, Radius = bspRadius },
};
foreach (var id in polyIds)
node.Polygons.Add(id);
return new PhysicsBSPTree { Root = node };
}
/// <summary>
/// Build a CellPhysics with a single large upward-facing floor polygon
/// (a 20×20 square in the XY plane at local/world Z = <paramref name="floorZ"/>),
/// identity transforms, and a BSP leaf whose bounding sphere is centered at
/// <paramref name="bspCenterZ"/> so that <c>NodeIntersects</c> always passes.
///
/// The floor is large enough (±10 in both X and Y) that any test position
/// within 10m of the origin in XY is always over the floor — no XY misses.
///
/// Using identity transforms means local space == world space, which keeps
/// the geometry traceable without transform arithmetic.
///
/// IMPORTANT — sphere center computation:
/// <see cref="SpherePath.InitPath"/> places <c>LocalSphere[0].Origin = (0,0,sphereRadius)</c>.
/// After <c>SetCheckPos(worldPos, cellId)</c>, the global sphere center is
/// <c>worldPos + (0,0,sphereRadius)</c>. The BSP bounding sphere must be
/// centered near this sphere center (NOT at worldPos) so that NodeIntersects
/// passes during <c>TryFindIndoorWalkablePlane → FindWalkableSphere → FindWalkableInternal</c>.
/// </summary>
private static CellPhysics BuildCellWithFloor(float floorZ, float bspCenterZ)
{
// 20×20 upward-facing floor at local Z = floorZ.
var verts = new[]
{
new Vector3(-10f, -10f, floorZ),
new Vector3( 10f, -10f, floorZ),
new Vector3( 10f, 10f, floorZ),
new Vector3(-10f, 10f, floorZ),
};
var normal = Vector3.UnitZ; // straight up
float d = -floorZ; // N·p + D = 0 → D = -floorZ
var floorPoly = new ResolvedPolygon
{
Vertices = verts,
Plane = new Plane(normal, d),
NumPoints = 4,
SidesType = CullMode.None,
};
// BSP leaf bounding sphere centered at the actual sphere center
// (worldPos + (0,0,sphereRadius)). Radius 10 covers the 20×20 floor
// polygon and the test sphere.
var bspCenter = new Vector3(0f, 0f, bspCenterZ);
return new CellPhysics
{
BSP = BuildLeafBsp(new ushort[] { 0 }, bspCenter, bspRadius: 10f),
WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity,
Resolved = new Dictionary<ushort, ResolvedPolygon> { [0] = floorPoly },
// CellBSP intentionally left null: ResolveCellId sees
// indoorCell.CellBSP?.Root == null → returns the indoor id unchanged
// (the "can't verify; trust FindCellList" branch), so the cell ID
// stays indoor throughout every loop iteration.
CellBSP = null,
};
}
/// <summary>
/// Build a minimal PhysicsEngine with a flat landblock registered so that
/// FindEnvCollisions's AddLandblock / SampleTerrainWalkable / ResolveCellId
/// paths all have a coherent landblock context if they ever reach outdoors.
/// </summary>
private static PhysicsEngine BuildEngine(uint indoorCellId, CellPhysics cell)
{
var engine = new PhysicsEngine();
engine.DataCache = new PhysicsDataCache();
// Flat terrain height table: all zeroes.
var heights = new byte[81];
Array.Fill(heights, (byte)0);
var ht = new float[256];
for (int i = 0; i < 256; i++) ht[i] = (float)i;
// Use the high 16 bits of IndoorCellId as the landblock prefix.
// The landblock key is constructed with 0xFFFF suffix (the "all cells"
// landblock sentinel used throughout the test suite).
uint landblockKey = (indoorCellId & 0xFFFF0000u) | 0xFFFFu;
engine.AddLandblock(landblockKey,
new TerrainSurface(heights, ht),
Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
engine.DataCache.RegisterCellStructForTest(indoorCellId, cell);
return engine;
}
/// <summary>
/// Build a grounded Transition positioned on the floor at
/// <paramref name="worldPos"/> and headed to <paramref name="worldTarget"/>.
///
/// Sets Contact + OnWalkable (grounded mover), seeds LastKnownContactPlane
/// with the floor plane, and calls <see cref="CollisionInfo.SetContactPlane"/>
/// once so the CP is considered "already established."
///
/// The initial SetContactPlane call is factored into <paramref name="seededWrites"/>
/// (which the test snapshots before the loop).
/// </summary>
private static Transition BuildGroundedTransition(
Vector3 worldPos,
Vector3 worldTarget,
uint cellId,
Plane floorPlane)
{
var t = new Transition();
t.SpherePath.InitPath(worldPos, worldTarget, cellId, SphereRadius);
t.SpherePath.SetCheckPos(worldPos, cellId);
// Grounded state — mirrors BSPStepUpFixtures.MakeGroundedTransition.
t.ObjectInfo.State = ObjectInfoState.Contact | ObjectInfoState.OnWalkable;
t.ObjectInfo.StepUpHeight = 0.04f;
t.ObjectInfo.StepDownHeight = 0.04f;
t.ObjectInfo.StepDown = true;
// Seed LastKnownContactPlane — the resolver's "we were on this floor last frame" memory.
t.CollisionInfo.LastKnownContactPlane = floorPlane;
t.CollisionInfo.LastKnownContactPlaneValid = true;
// Seed ContactPlane so ValidateWalkable sees us as already grounded.
// This call increments ContactPlaneWriteCount to 1 (the "seeded" count).
t.CollisionInfo.SetContactPlane(floorPlane, cellId, isWater: false);
return t;
}
// =========================================================================
// Tests
// =========================================================================
/// <summary>
/// Sixty frames of indoor flat-floor walking must not produce more than
/// <see cref="MaxAdditionalCpWrites"/> additional ContactPlane writes
/// beyond the initial seeding write.
///
/// <para>
/// Pre-fix (broken): TryFindIndoorWalkablePlane fires + ValidateWalkable
/// calls SetContactPlane 12×/frame → ~60120 additional writes → FAIL.
/// Post-fix: LKCP is restored early; synthesis skipped for already-grounded
/// movers → ≤5 additional writes → PASS.
/// </para>
/// </summary>
[Fact]
public void IndoorFlatFloorWalking_60Frames_ProducesAtMost5ExtraCpWrites()
{
// ── Arrange ───────────────────────────────────────────────────────────
// SpherePath.InitPath sets LocalSphere[0].Origin = (0,0,sphereRadius).
// After SetCheckPos(worldPos), the global sphere CENTER is at
// worldPos + (0,0,sphereRadius) = worldPos + (0,0,0.48).
//
// For TryFindIndoorWalkablePlane's probe to reach the floor:
// sphereCenter.Z - PROBE_DIST (0.5m) < floorZ
// (worldPos.Z + 0.48) - 0.5 < floorZ
// worldPos.Z < floorZ + 0.02
//
// And for ValidateWalkable to call SetContactPlane (below-surface):
// sphereBottom = sphereCenter.Z - radius = worldPos.Z < floorZ
// i.e. worldPos.Z < floorZ
//
// Choose worldPos.Z = floorZ - 0.05 so sphere bottom is 0.05m below the
// floor. Sphere center is at floorZ + 0.43. Probe reaches floorZ + 0.43 -
// 0.5 = floorZ - 0.07 which is below the floor, so AdjustSphereToPlane
// returns true (dpPos = 0.43, dist = 0.43 - 0.48 = -0.05, iDist = 0.1).
//
// ValidateWalkable: lowPoint.Z = floorZ + 0.43 - 0.48 = floorZ - 0.05
// dist = -0.05 < -EPSILON → SetContactPlane fires every frame.
const float floorZ = 0f;
const float worldPosZ = floorZ - 0.05f; // character "foot" position (begin param)
// Sphere center in world space = worldPosZ + SphereRadius = -0.05 + 0.48 = 0.43
const float sphereCenterZ = worldPosZ + SphereRadius; // = 0.43
var floorPlane = new Plane(Vector3.UnitZ, -floorZ); // N·p + D = 0 → D = 0
var worldPos = new Vector3(0f, 0f, worldPosZ);
// BSP bounding sphere centered at the actual sphere center (not worldPos),
// so NodeIntersects passes in FindWalkableInternal.
var cell = BuildCellWithFloor(floorZ, bspCenterZ: sphereCenterZ);
var engine = BuildEngine(IndoorCellId, cell);
var t = BuildGroundedTransition(
worldPos,
worldPos + new Vector3(0.001f, 0f, 0f), // tiny horizontal target
IndoorCellId,
floorPlane);
// Snapshot the write count right after seeding (should be exactly 1).
int seededWrites = t.CollisionInfo.ContactPlaneWriteCount;
Assert.Equal(1, seededWrites);
// ── Act — 60 frames of flat-floor walking ─────────────────────────────
// Each iteration: nudge CheckPos a tiny bit forward in X (stays on the
// same floor), then call FindEnvCollisions as the indoor branch would
// call it each physics frame.
for (int frame = 0; frame < SimulatedFrames; frame++)
{
// Advance position by 1 mm forward — same Z, still over the floor.
var newPos = new Vector3(frame * 0.001f, 0f, worldPosZ);
t.SpherePath.SetCheckPos(newPos, IndoorCellId);
// Simulate FindEnvCollisions as the physics loop calls it.
t.FindEnvCollisions(engine);
}
// ── Assert ────────────────────────────────────────────────────────────
int totalWrites = t.CollisionInfo.ContactPlaneWriteCount;
int additionalWrites = totalWrites - seededWrites;
Assert.True(
additionalWrites <= MaxAdditionalCpWrites,
$"Expected ≤{MaxAdditionalCpWrites} additional CP writes across " +
$"{SimulatedFrames} flat-floor frames, got {additionalWrites}. " +
"Finding 2 fix not complete.");
}
}