feat(render) Campaign FW1: SIX OF TEN FIXTURES FULLY CONFORMANT
Three final pins complete the still-fixture set: (1) the CELL portal side decode is the INVERSE of the 0x2 bit (uniform with the building convention; the doorway-still flood proved it - ov=2 n=3 exact, and foundry-deep stays green); (2) interior frames key the landscape order off the OUTSIDE-projected landcell (get_outside_cell_id - derived from the camera origin); (3) the outdoor pview has draw_landscape=FALSE so look-in floods discard exit portals - the ov=0 pattern of every traced look-in. CONFORMANT: foundry-deep (every frame), doorway-still, street-outdoor, terrace-center, terrace-edge (the #456 acceptance pose), cathedral-arrival - full frames identical to retail. The moving four diverge only at punch-edge frames (walkabout F9, foundry-entry F67) - pose-timing sensitivity parked in the driver Skip note. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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6 changed files with 158 additions and 14 deletions
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@ -44,7 +44,11 @@ public interface IRetailFrameWalkContext : IWalkBuildingFrameContext
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public sealed class RetailFrameWalk
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public sealed class RetailFrameWalk
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{
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{
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private readonly WalkPView _interiorPView = new();
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private readonly WalkPView _interiorPView = new();
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private readonly WalkPView _outdoorPView = new();
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// The outdoor pview never draws the landscape through its look-in
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// floods (the landscape is already drawn when buildings punch), so its
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// draw_landscape is FALSE and look-in DCs always read ov=0 — exactly
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// the pv=…/ov=0 pattern of every look-in in the oracle traces.
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private readonly WalkPView _outdoorPView = new() { DrawLandscape = false };
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private readonly WalkPortalView _defaultView = new();
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private readonly WalkPortalView _defaultView = new();
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public WalkPView InteriorPView => _interiorPView;
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public WalkPView InteriorPView => _interiorPView;
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@ -33,7 +33,25 @@ public static class WalkLandscapeDatBuilder
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private static int SideCellCountForRing(int ring)
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private static int SideCellCountForRing(int ring)
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=> ring <= 1 ? 8 : ring == 2 ? 4 : ring <= 4 ? 2 : 1;
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=> ring <= 1 ? 8 : ring == 2 ? 4 : ring <= 4 ? 2 : 1;
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public static BuiltWorld Build(DatCollection dats, uint cameraCellId)
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/// <summary>Per-frame viewer placement for moving replays (the camera
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/// stays within the anchor block in every moving fixture).</summary>
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public static void SetViewer(WalkLandscape landscape, uint cameraCellId, Vector3 cameraOrigin)
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{
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uint low = cameraCellId & 0xFFFFu;
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if (low >= 1 && low <= 0x40)
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{
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int cellIndex = (int)low - 1;
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landscape.ViewerCellX = cellIndex / 8;
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landscape.ViewerCellY = cellIndex % 8;
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}
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else
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{
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landscape.ViewerCellX = Math.Clamp((int)MathF.Floor(cameraOrigin.X / 24f), 0, 7);
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landscape.ViewerCellY = Math.Clamp((int)MathF.Floor(cameraOrigin.Y / 24f), 0, 7);
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}
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}
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public static BuiltWorld Build(DatCollection dats, uint cameraCellId, Vector3 cameraOrigin = default)
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{
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{
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Region region = (Region)dats.Get<Region>(0x13000000u)!;
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Region region = (Region)dats.Get<Region>(0x13000000u)!;
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float[] heightTable = region.LandDefs.LandHeightTable;
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float[] heightTable = region.LandDefs.LandHeightTable;
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@ -57,6 +75,15 @@ public static class WalkLandscapeDatBuilder
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landscape.ViewerCellX = cellIndex / 8;
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landscape.ViewerCellX = cellIndex / 8;
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landscape.ViewerCellY = cellIndex % 8;
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landscape.ViewerCellY = cellIndex % 8;
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}
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}
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else
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{
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// Interior camera: retail keys the landscape order off the
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// OUTSIDE-projected landcell (Position::get_outside_cell_id via
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// SmartBox::RenderNormalMode seen_outside arm) - derive it from
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// the camera origin (block-local, 24 m cells).
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landscape.ViewerCellX = Math.Clamp((int)MathF.Floor(cameraOrigin.X / 24f), 0, 7);
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landscape.ViewerCellY = Math.Clamp((int)MathF.Floor(cameraOrigin.Y / 24f), 0, 7);
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}
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var cells = new Dictionary<uint, WalkCell>();
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var cells = new Dictionary<uint, WalkCell>();
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var buildings = new Dictionary<WalkBuilding, WalkWorldDatAdapter.BuildingEntry>();
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var buildings = new Dictionary<WalkBuilding, WalkWorldDatAdapter.BuildingEntry>();
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@ -66,7 +66,7 @@ public sealed class WalkLookInGateSweepTests
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try
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try
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{
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{
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WalkLandscapeDatBuilder.BuiltWorld world =
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WalkLandscapeDatBuilder.BuiltWorld world =
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WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId);
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WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId, frame.Pose.Origin);
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var ctx = new WalkTraceReplayContext(frame.Pose, world.Cells)
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var ctx = new WalkTraceReplayContext(frame.Pose, world.Cells)
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{
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{
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Buildings = world.Buildings,
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Buildings = world.Buildings,
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@ -31,7 +31,7 @@ public sealed class WalkPortalGateDumpTests
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Assert.NotNull(frame.Pose);
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Assert.NotNull(frame.Pose);
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using var dats = new DatCollection(datDir!, DatAccessType.Read);
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using var dats = new DatCollection(datDir!, DatAccessType.Read);
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WalkLandscapeDatBuilder.BuiltWorld world =
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WalkLandscapeDatBuilder.BuiltWorld world =
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WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId);
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WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId, frame.Pose.Origin);
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var ctx = new WalkTraceReplayContext(frame.Pose, world.Cells)
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var ctx = new WalkTraceReplayContext(frame.Pose, world.Cells)
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{
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{
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Buildings = world.Buildings,
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Buildings = world.Buildings,
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@ -32,14 +32,7 @@ public sealed class WalkTraceConformanceTests
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return new DatCollection(datDir!, DatAccessType.Read);
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return new DatCollection(datDir!, DatAccessType.Read);
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}
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}
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[Fact(Skip = "FW1 outdoor adjudication (2026-08-30 state): with the pinned "
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[Fact]
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+ "camera basis the BLD roster+order match retail EXACTLY except one "
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+ "ring-1 boundary pair (aab50002 extra / a9b3003c missing). The "
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+ "look-in punches fire at the wrong buildings under BOTH GfxObj "
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+ "plane-winding conventions (retail: only 001a and 0022, cells "
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+ "a9b4016x) — adjudicate the PortalRef.PortalIndex join and the "
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+ "BuildingPortal side-flag decode with a per-building dump next. "
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+ "Re-enable as the outdoor gate when adjudicated.")]
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public void Street_outdoor_first_frame_diff()
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public void Street_outdoor_first_frame_diff()
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{
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{
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// The first landscape-involving conformance case: diff-first (the
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// The first landscape-involving conformance case: diff-first (the
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@ -51,7 +44,7 @@ public sealed class WalkTraceConformanceTests
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WalkOracleFrame frame = frames[1]; // frame 2: pose settled (marker timing)
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WalkOracleFrame frame = frames[1]; // frame 2: pose settled (marker timing)
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Assert.NotNull(frame.Pose);
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Assert.NotNull(frame.Pose);
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WalkLandscapeDatBuilder.BuiltWorld world =
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WalkLandscapeDatBuilder.BuiltWorld world =
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WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId);
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WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId, frame.Pose.Origin);
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var ctx = new WalkTraceReplayContext(frame.Pose, world.Cells)
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var ctx = new WalkTraceReplayContext(frame.Pose, world.Cells)
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{
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{
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Buildings = world.Buildings,
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Buildings = world.Buildings,
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@ -68,6 +61,123 @@ public sealed class WalkTraceConformanceTests
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$"walk diverged from retail\nEXPECTED: {expected}\nACTUAL: {actual}");
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$"walk diverged from retail\nEXPECTED: {expected}\nACTUAL: {actual}");
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}
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}
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[Fact]
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public void Doorway_still_first_frame_diff()
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{
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// Interior flood adjudication: DI + DC(ov=2, n=3) + the landscape
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// through two exit views — tests the flood depth in isolation from
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// the building look-in machinery.
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IReadOnlyList<WalkOracleFrame> frames =
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WalkOracleTrace.Load("posed/holtburg-doorway-still");
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Assert.NotEmpty(frames);
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using DatCollection dats = OpenDats();
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WalkOracleFrame frame = frames[1];
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Assert.NotNull(frame.Pose);
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WalkLandscapeDatBuilder.BuiltWorld world =
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WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId, frame.Pose.Origin);
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var ctx = new WalkTraceReplayContext(frame.Pose, world.Cells)
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{
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Buildings = world.Buildings,
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};
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WalkCell camera = Assert.Contains(frame.Pose.CellId, world.Cells);
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var walk = new RetailFrameWalk();
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var recorder = new Recorder();
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walk.WalkFrame(frame.Pose.CellId, camera, world.Landscape, ctx, recorder);
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string expected = WalkTraceReplayContext.Signature(frame);
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string actual = WalkTraceReplayContext.Signature(recorder.Events);
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Assert.True(
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expected == actual,
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$"walk diverged from retail\nEXPECTED: {expected}\nACTUAL: {actual}");
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}
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[Theory]
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[InlineData("posed/terrace-center")]
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[InlineData("posed/terrace-edge")]
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[InlineData("posed/cathedral-arrival")]
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public void Still_fixture_first_frame_reproduces_exactly(string fixture)
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{
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IReadOnlyList<WalkOracleFrame> frames = WalkOracleTrace.Load(fixture);
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Assert.NotEmpty(frames);
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using DatCollection dats = OpenDats();
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WalkOracleFrame frame = frames[1];
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Assert.NotNull(frame.Pose);
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WalkLandscapeDatBuilder.BuiltWorld world =
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WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId, frame.Pose.Origin);
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var ctx = new WalkTraceReplayContext(frame.Pose, world.Cells)
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{
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Buildings = world.Buildings,
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};
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WalkCell? camera = (frame.Pose.CellId & 0xFFFFu) >= 0x100
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? Assert.Contains(frame.Pose.CellId, world.Cells)
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: null;
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var walk = new RetailFrameWalk();
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var recorder = new Recorder();
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walk.WalkFrame(frame.Pose.CellId, camera, world.Landscape, ctx, recorder);
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string expected = WalkTraceReplayContext.Signature(frame);
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string actual = WalkTraceReplayContext.Signature(recorder.Events);
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Assert.True(
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expected == actual,
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$"walk diverged from retail ({fixture})\nEXPECTED: {expected}\nACTUAL: {actual}");
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}
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[Theory(Skip = "FW1 moving-fixture tail (2026-08-30): the six STILL fixtures are "
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+ "fully conformant; the moving four diverge only at punch-edge frames "
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+ "(walkout/transitions F2: retail punches 001e where the replay does "
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+ "not; walkabout diverges at F9, foundry-entry at F67) - pose-timing/"
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+ "threshold sensitivity to adjudicate next (the exact pose-application "
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+ "point within the frame).")]
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[InlineData("posed/holtburg-walkout")]
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[InlineData("posed/holtburg-transitions")]
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[InlineData("posed/holtburg-walkabout")]
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[InlineData("posed/foundry-entry")]
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public void Moving_fixture_reproduces_every_pairable_frame(string fixture)
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{
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// Marker timing: the pose stamped at frame N+1 is the camera state
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// frame N drew with (fixture README) — pair events(N) with
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// pose(N+1). One walk + one landscape carry state across frames,
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// reproducing retail's cross-frame caches (the stale cell-order
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// quirk included).
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IReadOnlyList<WalkOracleFrame> frames = WalkOracleTrace.Load(fixture);
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Assert.True(frames.Count >= 3);
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using DatCollection dats = OpenDats();
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WalkOraclePose anchor = frames[1].Pose!;
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WalkLandscapeDatBuilder.BuiltWorld world =
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WalkLandscapeDatBuilder.Build(dats, anchor.CellId, anchor.Origin);
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var walk = new RetailFrameWalk();
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for (int n = 1; n < frames.Count - 1; n++)
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{
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WalkOracleFrame frame = frames[n];
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WalkOraclePose pose = frames[n + 1].Pose!;
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Assert.NotNull(pose);
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WalkLandscapeDatBuilder.SetViewer(world.Landscape, pose.CellId, pose.Origin);
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var ctx = new WalkTraceReplayContext(pose, world.Cells)
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{
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Buildings = world.Buildings,
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};
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WalkCell? camera = null;
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if ((pose.CellId & 0xFFFFu) >= 0x100)
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{
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Assert.True(
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world.Cells.TryGetValue(pose.CellId, out camera),
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$"frame {frame.Number}: interior camera cell {pose.CellId:x8} not loaded");
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}
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var recorder = new Recorder();
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walk.WalkFrame(pose.CellId, camera, world.Landscape, ctx, recorder);
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string expected = WalkTraceReplayContext.Signature(frame);
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string actual = WalkTraceReplayContext.Signature(recorder.Events);
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Assert.True(
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expected == actual,
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$"frame {frame.Number} diverged ({fixture})\nEXPECTED: {expected}\nACTUAL: {actual}");
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}
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}
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[Fact]
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[Fact]
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public void Foundry_deep_reproduces_every_complete_frame_exactly()
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public void Foundry_deep_reproduces_every_complete_frame_exactly()
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{
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{
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@ -63,7 +63,10 @@ public static class WalkWorldDatAdapter
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? 0xFFFFFFFFu
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? 0xFFFFFFFFu
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: lbMask | portal.OtherCellId,
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: lbMask | portal.OtherCellId,
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PolygonIndex = i,
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PolygonIndex = i,
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PortalSide = ((ushort)portal.Flags & 0x2) != 0 ? 1 : 0,
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// Data-pinned 2026-08-30 (the doorway-still flood): cell
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// portal_side is the INVERSE of the 0x2 bit — the same
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// convention the building-portal sweep pinned.
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PortalSide = ((ushort)portal.Flags & 0x2) != 0 ? 0 : 1,
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ExactMatch = ((ushort)portal.Flags & 0x1) != 0,
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ExactMatch = ((ushort)portal.Flags & 0x1) != 0,
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OtherPortalId = unchecked((short)portal.OtherPortalId),
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OtherPortalId = unchecked((short)portal.OtherPortalId),
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};
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};
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