fix(phys): GetNearbyObjects dedup-by-entityId silently drops multi-part shadows

Apparatus test (DoorCollisionApparatusTests) loads door GfxObj 0x010044B5
from the real dat, builds the door entity's shape list via
ShadowShapeBuilder, registers via RegisterMultiPart, and sweeps a player
sphere into the door from three angles. Pre-fix: all three assertions
fail — the sphere walks straight through. The [cyl-test] probe fires
every tick (the small Sphere shape is queried) but no [resolve-bldg] —
the per-Part BSP entry is never reached.

Root cause: ShadowObjectRegistry.GetNearbyObjects deduplicates on
entry.EntityId via HashSet<uint>. Pre-RegisterMultiPart each entity had
exactly one shadow row, so dedup-by-entityId correctly suppressed
multi-cell duplication. After Task 4's RegisterMultiPart introduced
multi-shape rows (1 Sphere + 1 per-Part-BSP for doors; potentially more
for creatures + items), the dedup silently drops everything after the
first. ShadowShapeBuilder emits Sphere shapes before Part-BSPs, so the
Sphere wins and the BSP is dropped — exactly the "Task 7 produced zero
[resolve-bldg] hits" finding from the 2026-05-24 evening handoff.

Fix: dedup on the full ShadowEntry. record-struct equality compares
all fields (EntityId, GfxObjId, Position, Rotation, Radius,
CollisionType, CylHeight, Scale, State, Flags, LocalPosition,
LocalRotation). Distinct shapes of the same entity are not equal and
make it through; the same shape registered in multiple cells (its
fields identical across calls) dedups exactly as before.

Apparatus verification post-fix: all 4 tests pass.
  - Dead-center front approach: BLOCKED at Y=11.5 normal=(0,-1,0).
  - 50 cm off-center: BLOCKED at Y=11.5 normal=(0,-1,0).
  - Back approach from inside: BLOCKED at Y=12.8 normal=(0,+1,0).
  - Diagnostic dump: BSP fires at tick 5.

What this fix DOES NOT do: switch live RegisterLiveEntityCollision to
use ShadowShapeBuilder + RegisterMultiPart. That's Task 7 of the
original plan, still reverted. With this foundation fix in place,
Task 7 should now actually deliver door blocking in production.

Test impact: 44/44 in the shape/registry/door scope pass. The broader
Physics suite shows the pre-existing PhysicsResolveCapture
static-state flakiness documented in CLAUDE.md — 6 baseline failures
without my new tests, 10 with them (4 extra are my apparatus tests'
IsPlayer-flag resolves getting captured by a concurrent Capture-test
race). Independent of this fix; verified by isolating each test
class.

Findings + apparatus reasoning:
docs/research/2026-05-24-door-dat-inspection-findings.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-24 18:47:04 +02:00
parent e1d94d7094
commit 3b7dc46219
2 changed files with 343 additions and 3 deletions

View file

@ -0,0 +1,327 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
using AcDream.Core.Physics;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Options;
using Xunit;
using Xunit.Abstractions;
using Env = System.Environment;
using Plane = System.Numerics.Plane;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// A6.P4 door fix (2026-05-24) — apparatus test. Loads door Setup
/// <c>0x020019FF</c> + GfxObj <c>0x010044B5</c> (the collision-bearing
/// frame/slab part — see
/// <see cref="DoorSetupGfxObjInspectionTests"/>) from the real dat,
/// registers a synthetic door entity at a known world position via
/// <see cref="ShadowObjectRegistry.RegisterMultiPart"/>, and sweeps a
/// player sphere into the door from multiple angles.
///
/// <para>
/// Purpose: with the dat inspection having confirmed that
/// <c>0x010044B5</c> has a complete 1.9 × 0.26 × 2.5 m door-slab
/// PhysicsBSP, this test isolates whether our
/// <see cref="BSPQuery.FindCollisions"/> + the
/// <see cref="RegisterMultiPart"/> registration path actually fires
/// collisions against that BSP. If it does, the live Holtburg door
/// bug is somewhere DOWNSTREAM (live registration race, entity
/// rotation, cell scoping). If it doesn't, the bug is here in
/// the integration we can fix with confidence.
/// </para>
///
/// <para>
/// The test skips gracefully when the dat directory isn't present so
/// CI stays green. Local developer machines always have it.
/// </para>
/// </summary>
public class DoorCollisionApparatusTests
{
private readonly ITestOutputHelper _out;
public DoorCollisionApparatusTests(ITestOutputHelper output) => _out = output;
private const uint DoorSetupId = 0x020019FFu;
private const uint DoorFrameGfxObjId = 0x010044B5u;
private const uint DoorEntityId = 0xF424Fu;
private const uint TestLandblockId = 0xA9B40000u;
// Cell (0, 0) in landblock 0xA9B40000 — outdoor 24-m cell, low byte
// = (0 * 8) + 0 + 1 = 1.
private const uint TestCellId = TestLandblockId | 0x0001u;
private const float SphereRadius = 0.48f; // ~retail player capsule radius
private const float SphereHeight = 1.20f;
private const float StepUpHeight = 0.60f;
private const float StepDownHeight = 0.04f;
/// <summary>
/// Walk the sphere toward the closed door, dead-center, from
/// the door's -Y front face approach. Expect a CollisionNormalValid
/// = true AND the sphere stops before passing through the door.
/// </summary>
[Fact]
public void Apparatus_DeadCenter_FrontApproach_BlocksOnBSP()
{
if (!TryBuildScenario(out var ctx)) return;
// Door at world (12, 12, 0). The frame's BSP slab extends
// entity-local Y∈[-0.009, 0.252] (poly Y range plus frame[0] offset).
// Approach from -Y at sphere Y=11 (1 m before the front face),
// walk +Y at 0.10 m/tick.
var start = new Vector3(12f, 11f, 0.5f);
var perTick = new Vector3(0f, 0.10f, 0f);
var (blocked, finalPos, normal, ticks) = SweepUntilBlocked(
ctx.engine, start, perTick, maxTicks: 30);
_out.WriteLine($"Final pos = ({finalPos.X:F3}, {finalPos.Y:F3}, {finalPos.Z:F3}) " +
$"after {ticks} ticks; blocked={blocked} normal=({normal.X:F3},{normal.Y:F3},{normal.Z:F3})");
Assert.True(blocked,
$"Expected collision before passing through the door. Sphere reached " +
$"({finalPos.X:F3},{finalPos.Y:F3},{finalPos.Z:F3}) after {ticks} ticks " +
$"without firing CollisionNormalValid.");
Assert.True(finalPos.Y < 12.0f,
$"Sphere should stop before the door's front face (Y ≈ 11.99). " +
$"Got Y={finalPos.Y:F3}");
}
/// <summary>
/// 50 cm off-center: the small Sphere shape (r=0.10) can't catch
/// this, but the BSP slab (1.9 m wide) MUST. This is the live
/// regression — pre-fix the user can walk around the cylinder.
/// </summary>
[Fact]
public void Apparatus_50cmOffCenter_FrontApproach_BlocksOnBSP()
{
if (!TryBuildScenario(out var ctx)) return;
// Same setup, but start 0.5 m off-center in X. Slab X range
// is approximately [11.05, 12.97] (frame[0].X offset = -0.006).
var start = new Vector3(12.5f, 11f, 0.5f);
var perTick = new Vector3(0f, 0.10f, 0f);
var (blocked, finalPos, normal, ticks) = SweepUntilBlocked(
ctx.engine, start, perTick, maxTicks: 30);
_out.WriteLine($"Final pos = ({finalPos.X:F3}, {finalPos.Y:F3}, {finalPos.Z:F3}) " +
$"after {ticks} ticks; blocked={blocked} normal=({normal.X:F3},{normal.Y:F3},{normal.Z:F3})");
Assert.True(blocked,
$"Expected BSP collision off-center. Sphere reached " +
$"({finalPos.X:F3},{finalPos.Y:F3},{finalPos.Z:F3}) after {ticks} ticks " +
$"without firing CollisionNormalValid.");
Assert.True(finalPos.Y < 12.0f,
$"Sphere should stop before door front face. Got Y={finalPos.Y:F3}");
}
/// <summary>
/// Reverse approach: walk from the door's +Y back side toward -Y.
/// SidesType=Landblock polys are two-sided, so this must also block.
/// This pins the live "walking out from inside passes through" bug
/// in its simplest geometric form.
/// </summary>
[Fact]
public void Apparatus_DeadCenter_BackApproach_BlocksOnBSP()
{
if (!TryBuildScenario(out var ctx)) return;
// Start past the door at Y=13, walk back toward -Y.
var start = new Vector3(12f, 13f, 0.5f);
var perTick = new Vector3(0f, -0.10f, 0f);
var (blocked, finalPos, normal, ticks) = SweepUntilBlocked(
ctx.engine, start, perTick, maxTicks: 30);
_out.WriteLine($"Final pos = ({finalPos.X:F3}, {finalPos.Y:F3}, {finalPos.Z:F3}) " +
$"after {ticks} ticks; blocked={blocked} normal=({normal.X:F3},{normal.Y:F3},{normal.Z:F3})");
Assert.True(blocked,
$"Expected BSP collision from back side (two-sided Landblock poly). " +
$"Sphere reached ({finalPos.X:F3},{finalPos.Y:F3},{finalPos.Z:F3}) " +
$"after {ticks} ticks.");
Assert.True(finalPos.Y > 12.30f,
$"Sphere should stop after the door's back face (Y ≈ 12.25). " +
$"Got Y={finalPos.Y:F3}");
}
/// <summary>
/// Diagnostic dump: drive 5 ticks with probes on, just to see
/// what the engine reports per-tick. Useful when the assertion
/// tests above fail — the diagnostic test shows the FULL log
/// without yielding a green/red verdict.
/// </summary>
[Fact]
public void Apparatus_DiagnosticDump_FrontApproach()
{
if (!TryBuildScenario(out var ctx)) return;
PhysicsDiagnostics.ProbeResolveEnabled = true;
PhysicsDiagnostics.ProbeBuildingEnabled = true;
try
{
var pos = new Vector3(12f, 11f, 0.5f);
var perTick = new Vector3(0f, 0.10f, 0f);
uint cellId = TestCellId;
bool isOnGround = false;
for (int tick = 0; tick < 8; tick++)
{
Vector3 target = pos + perTick;
var result = ctx.engine.ResolveWithTransition(
pos, target, cellId,
SphereRadius, SphereHeight,
StepUpHeight, StepDownHeight,
isOnGround,
body: null,
moverFlags: ObjectInfoState.IsPlayer,
movingEntityId: 0);
_out.WriteLine($"tick={tick} pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3}) → " +
$"({result.Position.X:F3},{result.Position.Y:F3},{result.Position.Z:F3}) " +
$"hit={result.CollisionNormalValid} " +
$"normal=({result.CollisionNormal.X:F3},{result.CollisionNormal.Y:F3},{result.CollisionNormal.Z:F3})");
pos = result.Position;
cellId = result.CellId;
isOnGround = result.IsOnGround;
}
Assert.True(true, "Diagnostic test — always passes; check stdout.");
}
finally
{
PhysicsDiagnostics.ProbeResolveEnabled = false;
PhysicsDiagnostics.ProbeBuildingEnabled = false;
}
}
// ───────────────────────────────────────────────────────────────
// Apparatus setup
// ───────────────────────────────────────────────────────────────
private sealed record Context(
PhysicsEngine engine,
PhysicsDataCache cache,
Setup setup,
IReadOnlyList<ShadowShape> registeredShapes);
/// <summary>
/// Build the engine + cache + landblock + registered door entity.
/// Returns false if the dat directory is missing (test skips).
/// </summary>
private bool TryBuildScenario(out Context ctx)
{
ctx = default!;
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
if (!Directory.Exists(datDir))
{
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
return false;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
// Load + cache the door's collision-bearing part.
var doorFrameGfx = dats.Get<GfxObj>(DoorFrameGfxObjId);
Assert.NotNull(doorFrameGfx);
var cache = new PhysicsDataCache();
cache.CacheGfxObj(DoorFrameGfxObjId, doorFrameGfx!);
Assert.NotNull(cache.GetGfxObj(DoorFrameGfxObjId));
var engine = new PhysicsEngine { DataCache = cache };
// Stub landblock at world (0, 0) so TryGetLandblockContext succeeds
// for player XY in the [0, 192) range. Flat far-below terrain so it
// doesn't interact with the door collision.
var heights = new byte[81];
var heightTable = new float[256];
for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
engine.AddLandblock(
landblockId: TestLandblockId,
terrain: new TerrainSurface(heights, heightTable),
cells: Array.Empty<CellSurface>(),
portals: Array.Empty<PortalPlane>(),
worldOffsetX: 0f,
worldOffsetY: 0f);
// Load door setup, build shapes via the production builder.
var setup = dats.Get<Setup>(DoorSetupId);
Assert.NotNull(setup);
var shapes = ShadowShapeBuilder.FromSetup(
setup!,
entScale: 1.0f,
hasPhysicsBsp: id => cache.GetGfxObj(id)?.BSP?.Root is not null);
_out.WriteLine($"Shapes from FromSetup: {shapes.Count} entries");
foreach (var s in shapes)
{
_out.WriteLine($" type={s.CollisionType} gfxObj=0x{s.GfxObjId:X8} " +
$"localPos=({s.LocalPosition.X:F3},{s.LocalPosition.Y:F3},{s.LocalPosition.Z:F3}) " +
$"radius={s.Radius:F3} cylH={s.CylHeight:F3}");
}
// Register the door at world (12, 12, 0). That's cell (0,0) of
// landblock 0xA9B40000.
Vector3 doorWorldPos = new(12f, 12f, 0f);
Quaternion doorWorldRot = Quaternion.Identity;
const uint doorState = 0x10008u; // PhysicsState.HasPhysicsBSP | HasDefaultScript (typical)
engine.ShadowObjects.RegisterMultiPart(
entityId: DoorEntityId,
entityWorldPos: doorWorldPos,
entityWorldRot: doorWorldRot,
shapes: shapes,
state: doorState,
flags: EntityCollisionFlags.None,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: TestLandblockId);
ctx = new Context(engine, cache, setup!, shapes);
return true;
}
/// <summary>
/// Drive a sphere from <paramref name="start"/> by
/// <paramref name="perTick"/> each tick until either
/// <c>CollisionNormalValid</c> fires or <paramref name="maxTicks"/>
/// elapse. Returns the outcome + final position.
/// </summary>
private (bool blocked, Vector3 finalPos, Vector3 normal, int ticks)
SweepUntilBlocked(PhysicsEngine engine, Vector3 start, Vector3 perTick, int maxTicks)
{
Vector3 pos = start;
uint cellId = TestCellId;
bool isOnGround = false;
Vector3 lastNormal = Vector3.Zero;
for (int tick = 0; tick < maxTicks; tick++)
{
Vector3 target = pos + perTick;
var result = engine.ResolveWithTransition(
pos, target, cellId,
SphereRadius, SphereHeight,
StepUpHeight, StepDownHeight,
isOnGround,
body: null,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: 0);
if (result.CollisionNormalValid)
return (true, result.Position, result.CollisionNormal, tick);
pos = result.Position;
cellId = result.CellId;
isOnGround = result.IsOnGround;
lastNormal = result.CollisionNormal;
}
return (false, pos, lastNormal, maxTicks);
}
}