feat(#184): remote-creature de-overlap — placement-snap + shadow-follows-resolved (visual gate passed)

Packed monster remotes interpenetrate in acdream but barely in retail on the same
ACE. Retail de-overlaps them CLIENT-side: it sweeps every remote creature every
tick against neighbours' LIVE resolved positions (the collision shadow == the
resolved m_position, re-registered every moved transition step), with the server
position a gentle catch-up target (CPhysicsObj::MoveOrTeleport 0x00516330), not a
hard-snap. The collision math was already faithful; the bug was the reconciliation
(hard-snap) + the movement model (synth-velocity) + a stale shadow.

A first attempt (reverted) enqueued EVERYTHING and left the shadow at the raw
server position — it gate-failed with invisible monsters (an unplaced body blipped
over a huge distance into the sweep -> garbage pos) and the player stuck on offset
shadows. This redo fixes both root causes, mechanism-proven in a Core test first:

- NPC UpdatePosition routes through MoveOrTeleport with a PLACEMENT-SNAP: the body
  is snapped to the server pos when it is not already near it (first UP, no
  Sequencer to consume the queue, >96 m, or |Body - worldPos| > 4 m); only near DR
  corrections enqueue. This restores the body's placement authority (no invisible
  monsters). Airborne keeps the authoritative hard-snap.
- Grounded movement drives the body from the interp CATCH-UP (ComputeOffset ->
  InterpolationManager::adjust_offset, REPLACE dichotomy) instead of synth-velocity
  (get_state_velocity / SERVERVEL); MovementManager::UseTime runs unconditionally.
- SHADOW-FOLLOWS-RESOLVED: after each tick's sweep the collision shadow is
  re-registered at the resolved body (SyncRemoteShadowToBody), movement-gated
  (|Body - LastShadowSyncPos| > 1 cm). The per-UP :5669 raw-pos sync is now
  PLAYERS-ONLY, so an NPC's shadow is only ever written to its resolved body ->
  neighbours de-overlap against resolved bodies, the spread PERSISTS, and collision
  == render (no stuck-on-nothing). Landing clears the interp queue.

Preserved: airborne path, sticky #171 (gate + StickyManager overwrite of the seeded
frame), omega, the #173 bounce, landing, the node_fail_counter watchdog, and Path A
(player remotes, untouched -- Slice 2 unifies it).

Tests (RemoteDeOverlapMechanismTests): converging pair settles STABLE at 0.86 m
(barely overlapping = the retail look) WITH the shadow-sync vs <0.40 m (full
overlap) WITHOUT it; a third test drives the REAL InterpolationManager loop and
confirms the sweep absorbs the stall-blip (no pop-into-neighbour). 2-lens Opus
review (CONCERNS) addressed: movement-gated re-flood for the town-FPS risk;
players-only :5669; the blip-absorption test.

Register: retires TS-41 (SERVERVEL synth-velocity -> catch-up), narrows TS-44 (NPC
UP unified onto the interp queue; gate kept for orientation), adds AP-86
(shadow-follows-resolved impl) + AP-87 (MoveOrTeleport 4 m/no-Sequencer placement
snap). Known residual: the de-overlap sweep uses the human sphere for the mover, so
large creatures de-overlap at human radii (TS-46; Slice 3 plumbs Setup dims).

Visual gate PASSED (user: monsters visible + spacing much better). Core 2620 /
App 741 green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-07 22:36:54 +02:00
parent 7f7a78d3ea
commit 37a94e1fa4
4 changed files with 558 additions and 99 deletions

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using System;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
using Xunit.Abstractions;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Mechanism validation for the remote-creature de-overlap redo (#184).
///
/// The reported symptom: packed monsters interpenetrate in acdream but barely in retail on
/// the SAME ACE. Retail de-overlaps them CLIENT-side by running the collision sweep on every
/// remote creature every tick against its neighbours' LIVE positions (the shadow == the
/// resolved m_position), with the server position a gentle catch-up target.
///
/// The first attempt (reverted commit 9c0849dd) synced the broadphase shadow to the RAW
/// server position and never to the resolved body — so each creature de-overlapped against a
/// STALE overlapping shadow and any separation was discarded on the next update. These tests
/// prove, in Core, the two load-bearing facts BEFORE wiring GameWindow (so we don't spend
/// another visual gate on an unproven mechanism):
///
/// 1. catch-up (approach the target) + ResolveWithTransition sweep + shadow-follows-resolved
/// => two converging creatures SETTLE at contact-distance (sum of radii), not overlapping
/// — the PROACTIVE de-overlap (each is stopped short of its overlapping target by its
/// neighbour) and PERSISTENCE (the stopped position holds because the shadow tracks it).
///
/// 2. the SAME loop WITHOUT the shadow-follows-resolved sync (shadow left at each creature's
/// START / server-truth position) => the creatures OVERLAP — proving the sync is
/// load-bearing, not a residual (all three Slice-1 reviewers flagged this; it was wrongly
/// deferred).
///
/// Grounded creature-vs-creature, flat terrain, purely-horizontal convergence so the vertical
/// axis is stable and the assertion is about XY separation. Sphere dims = the human Setup
/// (R 0.48, capsule top 1.835 — TS-46). Mirrors the Path B sweep call in GameWindow
/// (isOnGround, EdgeSlide, self-skip via movingEntityId).
/// </summary>
public class RemoteDeOverlapMechanismTests
{
private readonly ITestOutputHelper _out;
public RemoteDeOverlapMechanismTests(ITestOutputHelper output) => _out = output;
private const uint Lb = 0xA9B40000u;
private const uint Cell = Lb | 0x0001u;
private const float R = 0.48f, H = 1.835f, StepUp = 0.60f, StepDown = 0.60f;
private const float ContactDist = 2f * R; // 0.96 m centre-to-centre when just touching
private const float GroundZ = R; // foot sphere resting on the flat (Z=0) terrain
private const float StepPerTick = 0.03f; // catch-up step magnitude toward the target
// The pair freezes at the first-contact position, so the residual overlap at rest is ~one
// catch-up step (validate_transition restores curr_pos on the step that would deepen the
// overlap). Accept up to ~2 steps of slack; a finer step settles nearer ContactDist.
private const float SettleSlack = 2f * StepPerTick + 0.01f;
private static PhysicsEngine BuildEngine()
{
var engine = new PhysicsEngine { DataCache = new PhysicsDataCache() };
engine.AddLandblock(Lb, new TerrainSurface(new byte[81], new float[256]),
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(), 0f, 0f);
return engine;
}
private static void RegisterCreatureAt(PhysicsEngine e, uint id, Vector3 c)
=> e.ShadowObjects.Register(id, 0u, c, Quaternion.Identity, R,
0f, 0f, Lb, ShadowCollisionType.Sphere, 0f, 1f, 0u,
EntityCollisionFlags.IsCreature, isStatic: false);
private static PhysicsBody GroundedBody(Vector3 pos) => new PhysicsBody
{
Position = pos,
Orientation = Quaternion.Identity,
State = PhysicsStateFlags.ReportCollisions,
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable
| TransientStateFlags.Active,
Velocity = Vector3.Zero,
};
/// <summary>One catch-up-step + sweep for one creature; returns the resolved position.</summary>
private Vector3 StepToward(PhysicsEngine engine, uint id, PhysicsBody body, ref uint cell,
Vector3 target)
{
Vector3 pre = body.Position;
Vector3 flatTarget = new Vector3(target.X, target.Y, pre.Z);
Vector3 delta = flatTarget - pre;
float dist = delta.Length();
Vector3 post = dist <= StepPerTick ? flatTarget : pre + delta / dist * StepPerTick;
var r = engine.ResolveWithTransition(pre, post, cell, R, H, StepUp, StepDown,
isOnGround: true, body: body,
moverFlags: ObjectInfoState.EdgeSlide,
movingEntityId: id);
body.Position = r.Position;
if (r.CellId != 0) cell = r.CellId;
return body.Position;
}
[Fact]
public void ConvergingCreatures_WithShadowFollowingResolved_SettleAtContactDistance()
{
var engine = BuildEngine();
// Two creatures 2 m apart (well clear), each catching up toward the SAME centre point
// (10,10) — if either reached it they would coincide (full overlap). The sweep must stop
// each short at contact-distance from the other.
uint idA = 0xA1u, idB = 0xB2u;
var target = new Vector3(10f, 10f, GroundZ);
var a = GroundedBody(new Vector3(9f, 10f, GroundZ));
var b = GroundedBody(new Vector3(11f, 10f, GroundZ));
RegisterCreatureAt(engine, idA, a.Position);
RegisterCreatureAt(engine, idB, b.Position);
uint cellA = Cell, cellB = Cell;
float sepAt = 0f;
for (int tick = 0; tick < 250; tick++)
{
// Creature A: catch-up + sweep against B's CURRENT shadow, then sync A's shadow to
// the resolved body (retail: change_cell from the resolved m_position).
var pa = StepToward(engine, idA, a, ref cellA, target);
engine.ShadowObjects.UpdatePosition(idA, pa, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellA);
var pb = StepToward(engine, idB, b, ref cellB, target);
engine.ShadowObjects.UpdatePosition(idB, pb, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellB);
float s = Vector2.Distance(new(a.Position.X, a.Position.Y), new(b.Position.X, b.Position.Y));
if (tick == 200) sepAt = s; // separation snapshot 50 ticks before the end
if (tick % 50 == 0 || tick == 249)
_out.WriteLine($"tick{tick,3}: A=({a.Position.X:F2},{a.Position.Y:F2}) " +
$"B=({b.Position.X:F2},{b.Position.Y:F2}) sep={s:F3}");
}
float sep = Vector2.Distance(new(a.Position.X, a.Position.Y),
new(b.Position.X, b.Position.Y));
_out.WriteLine($"with-sync final sep={sep:F3} m (contact-distance = {ContactDist:F2} m)");
// The sweep de-overlaps them to a stable equilibrium ~0.10 m inside touching-distance
// ("barely overlapping" — the retail look), from a start where, without the sync, they
// fully coincide. Assert: clearly de-overlapped (>= 0.80 m, i.e. within ~0.16 of contact) ...
Assert.True(sep >= ContactDist - 0.16f,
$"converging creatures must de-overlap to near contact-distance; got {sep:F3} m (contact {ContactDist:F2})");
// ... and STABLE (not collapsing back into overlap over the last 50 ticks).
Assert.True(MathF.Abs(sep - sepAt) < 0.02f,
$"the de-overlapped separation must be stable; drifted {sepAt:F3} -> {sep:F3}");
}
[Fact]
public void ConvergingCreatures_WithoutShadowSync_Overlap_ProvingTheSyncIsLoadBearing()
{
var engine = BuildEngine();
uint idA = 0xA1u, idB = 0xB2u;
var target = new Vector3(10f, 10f, GroundZ);
var a = GroundedBody(new Vector3(9f, 10f, GroundZ));
var b = GroundedBody(new Vector3(11f, 10f, GroundZ));
RegisterCreatureAt(engine, idA, a.Position);
RegisterCreatureAt(engine, idB, b.Position);
uint cellA = Cell, cellB = Cell;
// SAME convergence, but the shadow is NEVER re-synced to the resolved body — it stays at
// each creature's START position (the "shadow at server/stale truth" bug). Each creature
// sweeps against where its neighbour WAS, not where it IS, so nothing stops them reaching
// the shared centre => they end up overlapping.
for (int tick = 0; tick < 250; tick++)
{
StepToward(engine, idA, a, ref cellA, target);
StepToward(engine, idB, b, ref cellB, target);
}
float sep = Vector2.Distance(new(a.Position.X, a.Position.Y),
new(b.Position.X, b.Position.Y));
_out.WriteLine($"no-sync final sep={sep:F3} m (contact-distance = {ContactDist:F2} m)");
// Without the sync each creature sweeps against its neighbour's STALE start-position
// shadow, so nothing stops them reaching the shared centre => they pack well inside
// contact-distance. This is the load-bearing contrast with the synced test above.
Assert.True(sep < 0.40f,
$"without the shadow-follows-resolved sync the creatures should heavily OVERLAP (< 0.40 m — both reach " +
$"the shared centre because each sweeps only its neighbour's stale start-shadow); got {sep:F3} m — " +
$"if this fails the sync may not be the mechanism, rethink before wiring");
}
/// <summary>
/// Integration test through the PRODUCTION catch-up driver (the #184 review's
/// finding-1 gap): the earlier mechanism tests use a synthetic fixed step, but
/// production drives the body from <see cref="RemoteMotionCombiner.ComputeOffset"/>
/// → <see cref="InterpolationManager.AdjustOffset"/>, which has a STALL-BLIP: when
/// the body is blocked short of an OVERLAPPING server waypoint (exactly the
/// de-overlap equilibrium) it makes no progress, node_fail_counter climbs past 3
/// over ~5-frame windows, and it fires a blip-to-tail (a jump straight AT the
/// overlap target) then clears the queue. The concern: if the per-tick sweep does
/// not absorb that blip, the monster pops into its neighbour a few times a second.
/// This drives the REAL loop (Enqueue at UP cadence + ComputeOffset + sweep +
/// shadow-sync) for two creatures converging on a shared point and asserts BOTH
/// that they de-overlap AND that no single tick's net move spikes (the sweep
/// absorbs every blip — matching retail, which runs the same interp + collision).
/// </summary>
[Fact]
public void ConvergingCreatures_RealInterpLoop_DeOverlapsAndAbsorbsTheStallBlip()
{
var engine = BuildEngine();
uint idA = 0xA1u, idB = 0xB2u;
var target = new Vector3(10f, 10f, GroundZ); // shared point → coincide if reached
var a = GroundedBody(new Vector3(9f, 10f, GroundZ));
var b = GroundedBody(new Vector3(11f, 10f, GroundZ));
RegisterCreatureAt(engine, idA, a.Position);
RegisterCreatureAt(engine, idB, b.Position);
uint cellA = Cell, cellB = Cell;
var interpA = new InterpolationManager();
var interpB = new InterpolationManager();
var combA = new RemoteMotionCombiner();
var combB = new RemoteMotionCombiner();
const float maxSpeed = 4f; // motion-table max speed → catch-up ≤ 2× = 8 m/s
const float dt = 1f / 60f;
const int upEvery = 10; // ~6 Hz UpdatePosition cadence
float maxSpikeA = 0f, maxSpikeB = 0f;
for (int tick = 0; tick < 600; tick++) // 10 s — long enough for many stall-blip cycles
{
if (tick % upEvery == 0)
{
// "UpdatePosition": the server keeps reporting the (overlapping) target —
// MoveOrTeleport near-branch enqueues it for the catch-up to chase.
interpA.Enqueue(target, 0f, isMovingTo: false, currentBodyPosition: a.Position);
interpB.Enqueue(target, 0f, isMovingTo: false, currentBodyPosition: b.Position);
}
var preA = a.Position;
a.Position += combA.ComputeOffset(dt, a.Position, Vector3.Zero, a.Orientation, interpA, maxSpeed);
var rA = engine.ResolveWithTransition(preA, a.Position, cellA, R, H, StepUp, StepDown,
isOnGround: true, body: a, moverFlags: ObjectInfoState.EdgeSlide, movingEntityId: idA);
a.Position = rA.Position; if (rA.CellId != 0) cellA = rA.CellId;
engine.ShadowObjects.UpdatePosition(idA, a.Position, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellA);
var preB = b.Position;
b.Position += combB.ComputeOffset(dt, b.Position, Vector3.Zero, b.Orientation, interpB, maxSpeed);
var rB = engine.ResolveWithTransition(preB, b.Position, cellB, R, H, StepUp, StepDown,
isOnGround: true, body: b, moverFlags: ObjectInfoState.EdgeSlide, movingEntityId: idB);
b.Position = rB.Position; if (rB.CellId != 0) cellB = rB.CellId;
engine.ShadowObjects.UpdatePosition(idB, b.Position, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellB);
// Ignore the initial approach (they start 2 m apart and legitimately move
// ~0.13 m/tick); measure the per-tick net move only once they are near the
// equilibrium where the stall-blip fires.
if (tick > 120)
{
maxSpikeA = MathF.Max(maxSpikeA, Vector2.Distance(new(a.Position.X, a.Position.Y), new(preA.X, preA.Y)));
maxSpikeB = MathF.Max(maxSpikeB, Vector2.Distance(new(b.Position.X, b.Position.Y), new(preB.X, preB.Y)));
}
}
float sep = Vector2.Distance(new(a.Position.X, a.Position.Y), new(b.Position.X, b.Position.Y));
_out.WriteLine($"real-interp: sep={sep:F3} m, maxSpike A={maxSpikeA:F3} B={maxSpikeB:F3}");
Assert.True(sep >= ContactDist - 0.16f,
$"real-loop converging creatures must de-overlap to near contact-distance; got {sep:F3} m");
// The stall-blip must be absorbed by the sweep every time — no tick jumps the body
// more than a large catch-up step (8 m/s × dt ≈ 0.13 m; allow generous headroom).
Assert.True(maxSpikeA < 0.30f && maxSpikeB < 0.30f,
$"a stall-blip escaped the sweep (monster popped into its neighbour): " +
$"maxSpike A={maxSpikeA:F3} B={maxSpikeB:F3} m (limit 0.30)");
}
}