test(physics): Phase W triage — fix stale Path6/tick-gate/ComputeOffset tests (behavior changed by L.3.2/L.4/L.5)
Four tests were asserting pre-change behavior after intentional production changes: #2 BSPStepUpTests.C3_Path6_AirborneMoverHitsSteepSlope_SetsCollideb1af56e(L.4, 2026-04-30) added a steep-normal gate in Path 6 that fires BEFORE SetCollide. Airborne sphere hitting steep poly now returns Slid + Collide=false (slide-tangent interim fix). Updated assertion + renamed to ReturnsSlid. #7 PlayerMovementControllerTests.Update_ForwardInput_MovesInFacingDirection #8 DispatcherToMovementIntegrationTests.Dispatcher_W_held_produces_forward_motion235de33(L.5, 2026-04-30) added _physicsAccum accumulator gate: a single Update(1.0f) only integrates one MaxQuantum (0.1s ~ 0.312m at walk speed), not the full 1s. Time is carried in accumulator (not dropped). Fixed both tests to loop Update(MaxQuantum) for ~11 ticks to accumulate >2m of real forward motion, preserving the original distance-threshold assertion intent. #9 PositionManagerTests.ComputeOffset_BothActive_Combined842dfcd(L.3.2, 2026-05-03) changed ComputeOffset from additive (rootMotion + correction) to replace semantics: when AdjustOffset returns non-zero, it REPLACES root motion (retail Frame::operator= semantics). offset.Y = 0 (not 0.4); root motion is dropped when catch-up engages. Updated assertion and renamed to CorrectionReplacesRootMotion. Suite: 9 failures → 5 (only the 5 known-bug tests remain red). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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4 changed files with 48 additions and 19 deletions
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@ -100,7 +100,14 @@ public class DispatcherToMovementIntegrationTests
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Assert.True(input.Forward);
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Assert.False(input.Run);
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var result = controller.Update(1.0f, input);
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// L.5 physics-tick gate (235de33, 2026-04-30): Update() integrates
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// only one MaxQuantum (~0.1s) physics step per call, matching
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// retail's 30Hz physics gate. Drive the controller one MaxQuantum
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// at a time for ~1s to accumulate real forward motion.
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MovementResult result = default;
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int ticks = (int)MathF.Ceiling(1.0f / PhysicsBody.MaxQuantum) + 1; // ~11 ticks
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for (int i = 0; i < ticks; i++)
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result = controller.Update(PhysicsBody.MaxQuantum, input);
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Assert.True(result.Position.X > 96f + 2f, $"X={result.Position.X} should have moved forward");
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}
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@ -42,10 +42,19 @@ public class PlayerMovementControllerTests
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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controller.Yaw = 0f; // facing +X
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// L.5 physics-tick gate (235de33, 2026-04-30): Update() integrates
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// only one MinQuantum (~0.033s) per MaxQuantum (~0.1s) tick, matching
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// retail's 30Hz physics. A single Update(1.0f) only advances one
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// MaxQuantum step (~0.312m at walk speed 3.12 m/s). Drive the
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// controller one MaxQuantum at a time for ~1s to accumulate real
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// forward motion (8 × 0.1s = 0.8s × 3.12 m/s ≈ 2.5m).
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var input = new MovementInput { Forward = true };
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var result = controller.Update(1.0f, input); // 1 second
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MovementResult result = default;
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int ticks = (int)MathF.Ceiling(1.0f / PhysicsBody.MaxQuantum) + 1; // ~11 ticks
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for (int i = 0; i < ticks; i++)
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result = controller.Update(PhysicsBody.MaxQuantum, input);
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// Should have moved ~4 units in +X (walk speed).
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// Should have moved >2 units in +X (walk speed over ~1s).
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Assert.True(result.Position.X > 96f + 2f, $"X={result.Position.X} should have moved forward");
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}
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@ -396,14 +396,18 @@ public class BSPStepUpTests
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/// <summary>
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/// Airborne mover descending toward a steep slope (normal.Z < FloorZ):
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/// Path 6 should still set the Collide flag (it fires for any polygon hit,
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/// walkable or not).
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/// Path 6 returns <see cref="TransitionState.Slid"/> and does NOT set
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/// the Collide flag — the steep-normal slide-tangent branch (L.4,
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/// commit b1af56e, 2026-04-30) intercepts the hit before SetCollide is
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/// called and projects the move along the steep face instead, keeping the
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/// body airborne with the falling animation.
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///
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/// <para>Retail: set_collide fires unconditionally when sphere_intersects_poly
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/// hits; the walkable check happens later in the Collide-flag handler.</para>
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/// <para>This is a documented intentional deviation from retail (retail calls
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/// set_collide unconditionally; our interim port uses slide-tangent while
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/// the retail step_up_slide / cliff_slide chain port is completed).</para>
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/// </summary>
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[Fact]
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public void C3_Path6_AirborneMoverHitsSteepSlope_SetsCollide()
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public void C3_Path6_AirborneMoverHitsSteepSlope_ReturnsSlid()
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{
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var (root, resolved) = BSPStepUpFixtures.SlopedUnwalkable();
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@ -423,11 +427,13 @@ public class BSPStepUpTests
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root, resolved, t, localSphere, null,
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currPos, Vector3.UnitZ, 1.0f);
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// After L.2.2: Collide flag set, Adjusted returned.
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// Currently: Slid (wall-slide).
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Assert.Equal(TransitionState.Adjusted, result);
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Assert.True(t.SpherePath.Collide,
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"Expected Collide flag set when airborne sphere hits slope (L.2.2)");
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// L.4 slide-tangent (b1af56e, 2026-04-30): steep polygon hit by
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// airborne sphere returns Slid (not Adjusted) and does NOT set
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// the Collide flag — the into-wall displacement is removed and
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// CollisionNormal/SlidingNormal are set instead.
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Assert.Equal(TransitionState.Slid, result);
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Assert.False(t.SpherePath.Collide,
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"Collide must NOT be set when the L.4 steep-slope slide-tangent fires");
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}
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// =========================================================================
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@ -120,11 +120,18 @@ public sealed class PositionManagerTests
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}
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// =========================================================================
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// Test 5: both sources active — combined delta
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// Test 5: both sources active — correction REPLACES root motion
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//
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// retail-faithful semantics (842dfcd, L.3.2, 2026-05-03):
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// when InterpolationManager.AdjustOffset returns a non-zero correction,
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// ComputeOffset returns the correction alone — it does NOT add root
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// motion on top. Mirrors retail's PositionManager::adjust_offset
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// (acclient @ 0x00555190) which calls Frame::operator= to OVERWRITE
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// the rootOffset frame when catch-up engages.
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// =========================================================================
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[Fact]
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public void ComputeOffset_BothActive_Combined()
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public void ComputeOffset_BothActive_CorrectionReplacesRootMotion()
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{
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var pm = Make();
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var interp = new InterpolationManager();
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@ -132,9 +139,9 @@ public sealed class PositionManagerTests
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// Enqueue target 1m ahead on +X
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interp.Enqueue(new Vector3(1f, 0f, 0f), heading: 0f, isMovingTo: false);
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// rootMotion = (0, 4, 0) × 0.1 = (0, 0.4, 0)
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// correction ≈ (0.8, 0, 0)
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// combined ≈ (0.8, 0.4, 0)
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// correction ≈ (0.8, 0, 0) — replaces root motion (0, 0.4, 0).
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// retail-faithful: correction overwrites root motion, Y is dropped.
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// (842dfcd, 2026-05-03: switched from additive to replace semantics)
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Vector3 offset = pm.ComputeOffset(
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dt: 0.1,
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currentBodyPosition: Vector3.Zero,
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@ -144,7 +151,7 @@ public sealed class PositionManagerTests
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maxSpeed: 4f);
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Assert.Equal(0.8f, offset.X, precision: 3);
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Assert.Equal(0.4f, offset.Y, precision: 3);
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Assert.Equal(0f, offset.Y, precision: 3); // root motion dropped — correction replaces
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Assert.Equal(0f, offset.Z, precision: 3);
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}
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