refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1)
Member-wise deletion of the three legacy resolver members named in docs/research/2026-08-05-c5a-contract.md: PhysicsEngine.Resolve, PhysicsEngine.HasCellSurface, and PhysicsEngine.ResolvePlacement. An exhaustive receiver census over src/ found zero production callers of any of the three — every production placement writer already reaches the canonical PhysicsEngine.SetPosition transaction exclusively through RuntimeSetPositionState (three call sites total). The deletion is purely member-wise: IsSpawnCellReady and AdjustPosition, which shared the same source region as the deleted members, are preserved byte-identical — every remaining production caller of either (including PhysicsCameraCollisionProbe, AdjustPosition's sole surviving production caller) is unaffected. Companion changes: - PlayerMovementController's 3-argument SetPosition test overload is renamed to SeedPlacementForTest (internal) and CommitPreparedPosition is deleted; 83 call sites across 19 test files were mechanically renamed to match. - Seven pinned test dispositions from the contract are executed: 3.1 (PhysicsEngineTests.cs: 11 legacy-resolver tests deleted, 6 ResolveWithTransition tests kept), 3.2/3.3/3.4 (re-point to canonical SetPosition, with TransitionScratchDifferentialTests.cs additionally gaining positive IsCommitted assertions after each bitwise comparison so the differential proves a placement actually committed, not just that two possibly-uncommitted results match), 3.5 (Runtime rename), and 3.6 (PlayerMovementPlacementTransactionTests.cs rewritten — its xmldoc now states plainly that the render-root publish moved to RuntimeSetPositionState.cs, but the sticky-release relocation claim was false and is retracted; this disposition's coverage loss is the sticky release path, not silently absorbed elsewhere). - Stale `PhysicsEngine.Resolve`/`Resolve` doc citations in CellTransit.cs, PlayerMovementController.cs, and HeadlessSessionWorldProjection.cs are corrected to name the surviving canonical entry points by symbol (SetPosition, AdjustSetPosition/AdjustPosition, ResolveWithTransition) rather than fragile line numbers. Retires AP-1 and AD-1 in docs/architecture/retail-divergence-register.md: both rows described production zero-delta placement routing remaining on the legacy resolver pending the Slice 4B2/4B route cutover; that resolver no longer exists, so the condition each row tracked is now structurally false rather than merely narrowed. AP-145 (routed through the prior commit) and this commit's AP-1/AD-1 together bring the section counts to 101 AP / 47 AD active rows. Builds on the AP-145 fix (previous commit) — this commit's staged tree was independently rebuilt and its four suites independently rerun on top of that commit before this commit was created, in addition to the combined rebuild/rerun below. Full-solution build: 0 errors (21 pre-existing warnings, all unrelated). Suite results (combined tree): Core 4270/4271 passed (1 skip; the single DatSoundCacheTests concurrent-decode-dedup failure is a known load-sensitive race, confirmed passing standalone and unrelated to this change), Runtime 1176/1176, Headless 86/86, App 4132/4135 (3 skips). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
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34 changed files with 508 additions and 946 deletions
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@ -86,7 +86,7 @@ public class DispatcherToMovementIntegrationTests
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
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controller.Yaw = 0f; // facing +X
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var kb = new FakeKb();
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@ -117,7 +117,7 @@ public class DispatcherToMovementIntegrationTests
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
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controller.Yaw = 0f;
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var kb = new FakeKb();
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@ -165,12 +165,12 @@ public class DispatcherToMovementIntegrationTests
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// frame's MouseDeltaX doesn't leak into the second run via Yaw.
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var engineA = MakeFlatEngine();
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var ctrlA = new PlayerMovementController(engineA);
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ctrlA.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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ctrlA.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
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ctrlA.Yaw = 0f;
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var engineB = MakeFlatEngine();
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var ctrlB = new PlayerMovementController(engineB);
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ctrlB.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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ctrlB.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
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ctrlB.Yaw = 0f;
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var inputZero = new MovementInput(Forward: true, MouseDeltaX: 0f);
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@ -161,7 +161,7 @@ public class PlayerMoveToCutoverTests
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controller.Motion.RemoveLinkAnimations = () => seq.Manager.HandleEnterWorld();
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controller.Motion.InitializeMotionTables = () => seq.Manager.InitializeState();
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controller.Motion.CheckForCompletedMotions = seq.Manager.CheckForCompletedMotions;
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
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controller.Yaw = 0f; // heading 90 = facing +X
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const uint selfGuid = 0x5000000Au;
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@ -108,7 +108,7 @@ public class W6EdgeDrivenMovementTests
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controller.Motion.RemoveLinkAnimations = () => s.Manager.HandleEnterWorld();
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controller.Motion.InitializeMotionTables = () => s.Manager.InitializeState();
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controller.Motion.CheckForCompletedMotions = s.Manager.CheckForCompletedMotions;
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
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controller.Yaw = 0f;
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return controller;
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}
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@ -236,7 +236,7 @@ public class CellarUpTrajectoryReplayTests : IDisposable
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{
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var (engine, _) = BuildEngineWithCellarFixtures();
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var controller = new PlayerMovementController(engine);
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controller.SetPosition(InitialSphereWorld, CellarId);
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controller.SeedPlacementForTest(InitialSphereWorld, CellarId, InitialSphereWorld);
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var settled = controller.Update(1f / 60f, new MovementInput());
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var basePos = settled.Position;
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@ -1,3 +1,4 @@
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using System.Collections.Immutable;
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using System.Numerics;
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using AcDream.Core.Physics;
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@ -6,6 +7,23 @@ namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// Enter-world overlap conformance for retail
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/// <c>CTransition::find_placement_pos</c> (0x0050BA50).
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///
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/// <para>
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/// C5a (2026-08-05) re-point: the legacy <c>PhysicsEngine.ResolvePlacement</c>
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/// this test originally drove is deleted (zero production callers). Canonical
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/// <c>PhysicsEngine.SetPosition</c> reaches the SAME ring-search machinery —
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/// <c>SetPositionInternal</c> sets <c>InsertType.Placement</c> before calling
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/// <c>Transition.FindValidPosition</c>, which (for any non-<c>Transition</c>
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/// insert type) dispatches to <c>FindPlacementPosition</c>
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/// (<c>TransitionTypes.cs</c>), and THAT method calls this exact
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/// <c>FindPlacementPos</c> ring search after its initial-placement insert —
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/// so this is not a new code path, only a new entry point onto the one the
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/// legacy method used directly. Sphere shape is reconstructed as the
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/// two-sphere capsule the legacy scalar <c>(radius, height)</c> overload
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/// built internally (origin (0,0,radius) + (0,0,height-radius), both
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/// radius-sized), since canonical <c>SetPosition</c> takes a pre-built
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/// sphere list rather than a radius/height pair.
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/// </para>
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/// </summary>
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public sealed class InitialPlacementOverlapTests
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{
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@ -14,6 +32,7 @@ public sealed class InitialPlacementOverlapTests
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private const uint PlayerId = 0x50000001u;
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private const uint MonsterId = 0x50000002u;
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private const float Radius = 0.48f;
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private const float SphereHeight = 1.835f;
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[Fact]
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public void PlayerReloggingInsideMonster_SearchesOutToNearestClearRing()
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@ -39,17 +58,30 @@ public sealed class InitialPlacementOverlapTests
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RegisterSphere(engine, MonsterId, monsterCenter,
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EntityCollisionFlags.IsCreature);
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ResolveResult result = engine.ResolvePlacement(
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savedFeet,
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Cell,
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sphereRadius: Radius,
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sphereHeight: 1.835f,
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stepUpHeight: 0.4f,
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stepDownHeight: 0.4f,
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moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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movingEntityId: PlayerId);
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// The mover's own two-sphere capsule, matching the legacy scalar
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// InitPath(sphereRadius: 0.48, sphereHeight: 1.835) reconstruction:
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// a foot sphere at (0,0,radius) and a head sphere at
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// (0,0,height-radius), both radius-sized.
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ImmutableArray<FlatCollisionSphere> spheres = ImmutableArray.Create(
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new FlatCollisionSphere(new Vector3(0f, 0f, Radius), Radius),
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new FlatCollisionSphere(new Vector3(0f, 0f, SphereHeight - Radius), Radius));
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Assert.True(result.Ok);
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PhysicsSetPositionResult result = engine.SetPosition(
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new PhysicsSetPositionRequest(
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Position: savedFeet,
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Orientation: Quaternion.Identity,
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CellId: Cell,
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CellLocalPosition: savedFeet,
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Spheres: spheres,
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Scale: 1f,
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StepUpHeight: 0.4f,
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StepDownHeight: 0.4f,
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MoverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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MovingEntityId: PlayerId,
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Flags: PhysicsSetPositionFlags.Placement
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| PhysicsSetPositionFlags.Slide));
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Assert.True(result.IsCommitted);
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Assert.True(result.InContact);
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Assert.True(result.OnWalkable);
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Assert.Equal(Cell, result.ContactPlaneCellId);
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@ -9,32 +9,49 @@ using Xunit;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// #133 (Bug A) — the validated-claim placement branch of
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/// <see cref="PhysicsEngine.Resolve"/> must return the VALIDATED claim's own
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/// full cell id, NOT <c>lbPrefix | (cellId & 0xFFFF)</c>.
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/// #133 (Bug A) — a validated dungeon claim's landblock prefix is
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/// AUTHORITATIVE; a candidate world position that also falls inside a
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/// neighbouring RESIDENT landblock's <c>[0,192)</c> local bounds must NOT
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/// re-stamp the claim with that neighbour's prefix.
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///
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/// <para>
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/// C5a (2026-08-05) re-point: the legacy <c>PhysicsEngine.Resolve</c> this
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/// test originally drove is deleted (zero production callers — every
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/// production placement writer reaches canonical
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/// <c>PhysicsEngine.SetPosition</c> through <c>RuntimeSetPositionState</c>).
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/// The defect this test pins lived entirely inside <c>Resolve</c>'s own
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/// <c>lbPrefix</c> resident-landblock scan (find a resident block whose
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/// <c>[0,192)</c> bounds contain the candidate XY, then stamp
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/// <c>lbPrefix | (cellId & 0xFFFF)</c> — the scan has no notion that
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/// the claim's OWN landblock can legitimately fail its own bounds test,
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/// which is exactly what a dungeon EnvCell's negative local Y does). The
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/// canonical <c>SetPosition</c>/<c>SetPositionInternal</c> pipeline has no
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/// equivalent lbPrefix scan: a validated claim (<c>AdjustSeedCell</c>
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/// confirms the seed cell contains the point) is committed with ITS OWN
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/// cell id, full stop — the defect class cannot recur there by
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/// construction. This test now proves that positively: drive the SAME
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/// geometry as the original #133 capture (dungeon claim
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/// <c>0x00070143</c> at dungeon-local <c>(70,-60,0.01)</c>, with a
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/// still-resident Holtburg neighbour block whose <c>[0,192)</c> bounds
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/// contain the same world XY) through canonical
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/// <c>PhysicsEngine.SetPosition</c> and assert the committed cell keeps
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/// the <c>0x0007</c> prefix.
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/// </para>
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///
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/// <para>
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/// <c>lbPrefix</c> is found by scanning resident landblocks for one whose
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/// <c>[0,192)</c> local bounds contain the candidate XY. A dungeon EnvCell's
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/// local Y can be NEGATIVE relative to its own landblock (the live capture:
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/// server teleport to dungeon cell <c>0x00070143</c> at local <c>(70,-60,0.01)</c>).
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/// The dungeon landblock fails the <c>localY >= 0</c> bounds test, so the loop
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/// instead matches a still-resident NEIGHBOURING block (a Holtburg landblock
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/// whose world bounds happen to contain the same XY) and sets
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/// <c>lbPrefix = 0xA9B30000</c>. The old code then returned
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/// The dungeon landblock fails the <c>localY >= 0</c> bounds test, so the
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/// legacy scan instead matched a still-resident NEIGHBOURING block (a
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/// Holtburg landblock whose world bounds happen to contain the same XY) and
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/// set <c>lbPrefix = 0xA9B30000</c>. The old code then returned
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/// <c>0xA9B30000 | 0x0143 = 0xA9B30143</c>, re-stamping the validated dungeon
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/// claim with the wrong landblock — the client mis-resolved the player into
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/// Holtburg and spammed ACE with rejected moves
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/// (<c>movement pre-validation failed from 00070143 to A9B30143</c>).
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/// </para>
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///
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/// <para>
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/// The validated claim's prefix is authoritative; a position falling in a
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/// neighbouring resident landblock must not re-stamp it. This test reproduces
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/// the exact geometry of the capture (dungeon claim in landblock <c>0x0007</c>,
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/// candidate XY also inside resident Holtburg <c>0xA9B3</c>) and asserts the
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/// returned cell keeps its <c>0x0007</c> prefix.
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/// </para>
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/// </summary>
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public class Issue133DungeonTeleportPrefixTests
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{
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@ -53,13 +70,29 @@ public class Issue133DungeonTeleportPrefixTests
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{
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var engine = BuildEngine();
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// Zero delta = the snap shape (teleport arrival). cellId is the dungeon
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// claim; the candidate XY also falls inside the resident Holtburg block.
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var result = engine.Resolve(SpawnPos, DungeonCellId, delta: Vector3.Zero, stepUpHeight: 0.5f);
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// Zero-delta teleport arrival — canonical SetPosition's placement
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// shape for a server-restored (cell, position) pair. The dungeon
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// claim is the seed cell; the candidate XY also falls inside the
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// resident Holtburg block's [0,192) bounds.
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PhysicsSetPositionResult result = engine.SetPosition(
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new PhysicsSetPositionRequest(
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Position: SpawnPos,
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Orientation: Quaternion.Identity,
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CellId: DungeonCellId,
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CellLocalPosition: SpawnPos,
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Spheres: default,
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Scale: 1f,
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StepUpHeight: 0.4f,
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StepDownHeight: 0.4f,
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Flags: PhysicsSetPositionFlags.Placement
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| PhysicsSetPositionFlags.Teleport
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| PhysicsSetPositionFlags.Slide));
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Assert.True(result.IsOnGround);
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Assert.True(result.IsCommitted);
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// The validated claim's prefix is authoritative — high word stays 0x0007,
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// NOT re-stamped to the neighbouring Holtburg 0xA9B3.
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// NOT re-stamped to the neighbouring Holtburg 0xA9B3. Canonical
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// SetPosition has no lbPrefix scan to get this wrong in the first
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// place; this assertion is the positive proof of that.
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Assert.Equal(DungeonCellId, result.CellId);
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Assert.Equal(DungeonLandblock, result.CellId & 0xFFFF0000u);
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}
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@ -73,12 +106,13 @@ public class Issue133DungeonTeleportPrefixTests
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// The dungeon cell: a Leaf CellBSP contains any point, so AdjustPosition
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// validates the claim (returns it with found=true). Its Resolved set has
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// one walkable floor polygon at z=0 under the spawn XY so the #111
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// validated-claim branch grounds onto it.
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// one walkable floor polygon at z=0 under the spawn XY so placement
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// grounds onto it.
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cache.RegisterCellStructForTest(DungeonCellId, MakeDungeonCell());
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// Resident Holtburg block at world origin: its [0,192) bounds CONTAIN the
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// candidate XY (70,70). This is the block the lbPrefix loop wrongly matched.
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// candidate XY (70,70). This is the block the legacy lbPrefix loop wrongly
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// matched.
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engine.AddLandblock(
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landblockId: HoltburgLandblock,
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terrain: FlatTerrain(),
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@ -89,7 +123,7 @@ public class Issue133DungeonTeleportPrefixTests
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// The dungeon's own landblock, offset so the candidate XY produces a
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// NEGATIVE dungeon-local Y (70 - 130 = -60) → it FAILS the [0,192) bounds
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// test, which is exactly why the old code fell through to the Holtburg
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// test, which is exactly why the legacy code fell through to the Holtburg
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// prefix. Registered so the scenario is faithful (a resident dungeon block
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// whose local bounds don't cover the EnvCell's negative-Y position).
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engine.AddLandblock(
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@ -31,192 +31,6 @@ public class PhysicsEngineTests
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return engine;
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}
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[Fact]
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public void Resolve_ZeroDeltaSnapTrace_IsExplicitlyOptIn()
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{
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var engine = new PhysicsEngine();
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var diagnostics = new List<string>();
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Assert.Null(engine.DiagnosticLog);
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_ = engine.Resolve(
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Vector3.Zero,
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cellId: 0xA9B40001u,
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delta: Vector3.Zero,
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stepUpHeight: 0.5f);
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engine.DiagnosticLog = diagnostics.Add;
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_ = engine.Resolve(
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Vector3.Zero,
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cellId: 0xA9B40001u,
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delta: Vector3.Zero,
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stepUpHeight: 0.5f);
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Assert.Single(diagnostics);
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Assert.StartsWith(
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"[snap] claim=0xA9B40001",
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diagnostics[0],
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StringComparison.Ordinal);
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}
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[Fact]
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public void Resolve_FlatTerrain_ZMatchesTerrain()
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{
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var engine = MakeFlatEngine(terrainZ: 50f);
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var result = engine.Resolve(
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new Vector3(96f, 96f, 50f), cellId: 0x0001, delta: new Vector3(1f, 0f, 0f),
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stepUpHeight: 2f);
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Assert.Equal(50f, result.Position.Z, precision: 1);
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Assert.True(result.IsOnGround);
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}
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[Fact]
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public void Resolve_WalkUpSmallSlope_Accepted()
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{
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// Heights slope from 50 to 52 across X — small enough for step height.
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var heights = new byte[81];
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for (int x = 0; x < 9; x++)
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for (int y = 0; y < 9; y++)
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heights[x * 9 + y] = (byte)(50 + x / 4); // gentle slope
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var engine = new PhysicsEngine();
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var terrain = new TerrainSurface(heights, LinearHeightTable());
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engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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var result = engine.Resolve(
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new Vector3(48f, 96f, 50f), cellId: 0x0001, delta: new Vector3(48f, 0f, 0f),
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stepUpHeight: 5f);
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Assert.True(result.IsOnGround);
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Assert.True(result.Position.Z >= 50f); // moved uphill
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}
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[Fact]
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public void Resolve_StepUpExceedsHeight_MovementBlocked()
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{
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// Heights jump sharply: left half = 50, right half = 100.
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var heights = new byte[81];
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for (int x = 0; x < 9; x++)
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for (int y = 0; y < 9; y++)
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heights[x * 9 + y] = (byte)(x < 5 ? 50 : 100);
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var engine = new PhysicsEngine();
|
||||
var terrain = new TerrainSurface(heights, LinearHeightTable());
|
||||
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
|
||||
worldOffsetX: 0f, worldOffsetY: 0f);
|
||||
|
||||
// Try to walk from the low side to the high side.
|
||||
var result = engine.Resolve(
|
||||
new Vector3(96f, 96f, 50f), cellId: 0x0001, delta: new Vector3(48f, 0f, 0f),
|
||||
stepUpHeight: 2f);
|
||||
|
||||
// Movement should be blocked — Z delta (50→100) exceeds step height (2).
|
||||
Assert.Equal(96f, result.Position.X, precision: 1); // didn't move
|
||||
Assert.True(result.IsOnGround);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Resolve_OutdoorThroughPortal_TransitionsToIndoor()
|
||||
{
|
||||
var engine = new PhysicsEngine();
|
||||
var terrain = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
|
||||
|
||||
// A CellSurface for the indoor cell with floor at Z=50.
|
||||
var cellVerts = new Dictionary<ushort, Vector3>
|
||||
{
|
||||
[0] = new(40f, 40f, 50f),
|
||||
[1] = new(60f, 40f, 50f),
|
||||
[2] = new(60f, 60f, 50f),
|
||||
[3] = new(40f, 60f, 50f),
|
||||
};
|
||||
var cellPolys = new List<List<short>> { new() { 0, 1, 2, 3 } };
|
||||
var cell = new CellSurface(0x0100, cellVerts, cellPolys);
|
||||
|
||||
// A portal plane at X=45 (vertical plane facing +X).
|
||||
// OwnerCellId = 0x0100 (the indoor cell), TargetCellId = 0xFFFF (faces outdoor).
|
||||
// From outside, walking through this portal enters OwnerCellId.
|
||||
var portal = PortalPlane.FromVertices(
|
||||
new Vector3(45f, 40f, 45f),
|
||||
new Vector3(45f, 60f, 45f),
|
||||
new Vector3(45f, 60f, 55f),
|
||||
targetCellId: 0xFFFF, ownerCellId: 0x0100, flags: 0);
|
||||
|
||||
engine.AddLandblock(0xA9B4FFFFu, terrain, new[] { cell }, new[] { portal },
|
||||
worldOffsetX: 0f, worldOffsetY: 0f);
|
||||
|
||||
// Walk from X=40 (outdoor) through X=45 (portal) to X=50 (indoor).
|
||||
var result = engine.Resolve(
|
||||
new Vector3(40f, 50f, 50f), cellId: 0x0001, delta: new Vector3(10f, 0f, 0f),
|
||||
stepUpHeight: 5f);
|
||||
|
||||
// Should have transitioned to indoor cell 0x0100.
|
||||
Assert.Equal(0x0100u, result.CellId & 0xFFFFu);
|
||||
Assert.True(result.IsOnGround);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Resolve_IndoorThroughExitPortal_TransitionsToOutdoor()
|
||||
{
|
||||
var engine = new PhysicsEngine();
|
||||
var terrain = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
|
||||
|
||||
var cellVerts = new Dictionary<ushort, Vector3>
|
||||
{
|
||||
[0] = new(40f, 40f, 50f),
|
||||
[1] = new(60f, 40f, 50f),
|
||||
[2] = new(60f, 60f, 50f),
|
||||
[3] = new(40f, 60f, 50f),
|
||||
};
|
||||
var cellPolys = new List<List<short>> { new() { 0, 1, 2, 3 } };
|
||||
var cell = new CellSurface(0x0100, cellVerts, cellPolys);
|
||||
|
||||
// Same portal geometry — OwnerCellId = 0x0100, TargetCellId = 0xFFFF (outdoor exit).
|
||||
var portal = PortalPlane.FromVertices(
|
||||
new Vector3(45f, 40f, 45f),
|
||||
new Vector3(45f, 60f, 45f),
|
||||
new Vector3(45f, 60f, 55f),
|
||||
targetCellId: 0xFFFF, ownerCellId: 0x0100, flags: 0);
|
||||
|
||||
engine.AddLandblock(0xA9B4FFFFu, terrain, new[] { cell }, new[] { portal },
|
||||
worldOffsetX: 0f, worldOffsetY: 0f);
|
||||
|
||||
// Walk from X=50 (indoor) through X=45 (portal) to X=40 (outdoor).
|
||||
var result = engine.Resolve(
|
||||
new Vector3(50f, 50f, 50f), cellId: 0x0100, delta: new Vector3(-10f, 0f, 0f),
|
||||
stepUpHeight: 5f);
|
||||
|
||||
// Should have transitioned to outdoor.
|
||||
Assert.True((result.CellId & 0xFFFFu) < 0x0100u);
|
||||
Assert.True(result.IsOnGround);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Resolve_LandblockBoundary_PicksAdjacentTerrain()
|
||||
{
|
||||
var engine = new PhysicsEngine();
|
||||
|
||||
// Landblock A: flat at Z=50, offset at X=0.
|
||||
var terrainA = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
|
||||
engine.AddLandblock(0xA9B4FFFFu, terrainA, Array.Empty<CellSurface>(),
|
||||
Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
|
||||
|
||||
// Landblock B: flat at Z=60, offset at X=192 (adjacent east).
|
||||
var terrainB = new TerrainSurface(FlatHeightmap(60), LinearHeightTable());
|
||||
engine.AddLandblock(0xAAB4FFFFu, terrainB, Array.Empty<CellSurface>(),
|
||||
Array.Empty<PortalPlane>(), worldOffsetX: 192f, worldOffsetY: 0f);
|
||||
|
||||
// Walk from X=190 (landblock A) across to X=194 (landblock B).
|
||||
var result = engine.Resolve(
|
||||
new Vector3(190f, 96f, 50f), cellId: 0x0001, delta: new Vector3(4f, 0f, 0f),
|
||||
stepUpHeight: 15f);
|
||||
|
||||
// Should be at Z=60 (landblock B's terrain) and position X≈194.
|
||||
Assert.Equal(60f, result.Position.Z, precision: 1);
|
||||
Assert.True(result.Position.X > 192f);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ResolveWithTransition_OutdoorCellBoundary_UpdatesLowCellId()
|
||||
{
|
||||
|
|
@ -368,102 +182,6 @@ public class PhysicsEngineTests
|
|||
Assert.Equal(0xAAB40001u, result.CellId);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Resolve_LeaveIndoorCell_TransitionsToOutdoor()
|
||||
{
|
||||
var engine = new PhysicsEngine();
|
||||
var terrain = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
|
||||
|
||||
var cellVerts = new Dictionary<ushort, Vector3>
|
||||
{
|
||||
[0] = new(40f, 40f, 55f),
|
||||
[1] = new(60f, 40f, 55f),
|
||||
[2] = new(60f, 60f, 55f),
|
||||
[3] = new(40f, 60f, 55f),
|
||||
};
|
||||
var cellPolys = new List<List<short>> { new() { 0, 1, 2, 3 } };
|
||||
var cell = new CellSurface(0x0100, cellVerts, cellPolys);
|
||||
|
||||
engine.AddLandblock(0xA9B4FFFFu, terrain, new[] { cell }, Array.Empty<PortalPlane>(),
|
||||
worldOffsetX: 0f, worldOffsetY: 0f);
|
||||
|
||||
// Start inside the cell, walk out.
|
||||
var result = engine.Resolve(
|
||||
new Vector3(50f, 50f, 55f), cellId: 0x0100, delta: new Vector3(-20f, 0f, 0f),
|
||||
stepUpHeight: 10f);
|
||||
|
||||
// Should transition back to outdoor. (#106 follow-up: masked compare —
|
||||
// Resolve now returns FULL prefixed cell ids; the old unmasked
|
||||
// `CellId < 0x0100` assertion codified the bare-low-word bug.)
|
||||
Assert.True((result.CellId & 0xFFFFu) < 0x0100u);
|
||||
Assert.Equal(0xA9B40000u, result.CellId & 0xFFFF0000u);
|
||||
Assert.Equal(50f, result.Position.Z, precision: 1);
|
||||
Assert.True(result.IsOnGround);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #106 follow-up (2026-06-09): the live boundary-walk gate was sabotaged by
|
||||
/// the teleport-arrival snap (GameWindow.cs:4869) receiving a BARE indoor
|
||||
/// cell id from Resolve (`0x0000013F`). A bare indoor id wedges the whole
|
||||
/// membership chain: GetCellStruct misses (no wall BSP), the #98 gate reads
|
||||
/// "indoor primary" and skips the outdoor object sweep (no collision with
|
||||
/// anything), and FindCellSet can never re-resolve a malformed id. Resolve
|
||||
/// MUST return the matched landblock's full 32-bit cell id on every
|
||||
/// computed exit — the same convention its own inputs use.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void Resolve_IndoorStay_ReturnsFullPrefixedCellId()
|
||||
{
|
||||
var engine = new PhysicsEngine();
|
||||
var terrain = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
|
||||
|
||||
var cellVerts = new Dictionary<ushort, Vector3>
|
||||
{
|
||||
[0] = new(40f, 40f, 55f),
|
||||
[1] = new(60f, 40f, 55f),
|
||||
[2] = new(60f, 60f, 55f),
|
||||
[3] = new(40f, 60f, 55f),
|
||||
};
|
||||
var cellPolys = new List<List<short>> { new() { 0, 1, 2, 3 } };
|
||||
var cell = new CellSurface(0x0100, cellVerts, cellPolys);
|
||||
|
||||
engine.AddLandblock(0xA9B4FFFFu, terrain, new[] { cell }, Array.Empty<PortalPlane>(),
|
||||
worldOffsetX: 0f, worldOffsetY: 0f);
|
||||
|
||||
// The teleport shape: full indoor cell id in, zero delta (pure snap).
|
||||
var result = engine.Resolve(
|
||||
new Vector3(50f, 50f, 55f), cellId: 0xA9B40100u, delta: Vector3.Zero,
|
||||
stepUpHeight: 5f);
|
||||
|
||||
Assert.Equal(0xA9B40100u, result.CellId);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Resolve_OutdoorStay_ReturnsFullPrefixedCellId()
|
||||
{
|
||||
var engine = MakeFlatEngine(terrainZ: 50f);
|
||||
|
||||
var result = engine.Resolve(
|
||||
new Vector3(96f, 96f, 50f), cellId: 0xA9B40029u, delta: new Vector3(1f, 0f, 0f),
|
||||
stepUpHeight: 2f);
|
||||
|
||||
// (97, 96) is over grid (4, 4) → low = 4*8+4+1 = 0x25, prefixed.
|
||||
Assert.Equal(0xA9B40025u, result.CellId);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Resolve_NoSurfaceUnderEntity_NotOnGround()
|
||||
{
|
||||
var engine = new PhysicsEngine();
|
||||
// No landblocks loaded — entity is floating in void.
|
||||
|
||||
var result = engine.Resolve(
|
||||
new Vector3(0f, 0f, 100f), cellId: 0x0001, delta: Vector3.Zero,
|
||||
stepUpHeight: 2f);
|
||||
|
||||
Assert.False(result.IsOnGround);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #42 lock — when the moving entity's own ShadowEntry is registered
|
||||
/// in <see cref="ShadowObjectRegistry"/> at the body's exact position
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Collections.Immutable;
|
||||
using System.Numerics;
|
||||
using System.Reflection;
|
||||
using AcDream.Core.Physics;
|
||||
|
|
@ -176,57 +177,95 @@ public sealed class TransitionScratchDifferentialTests
|
|||
Coverage: CoverageKind.Failure));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// C5a (2026-08-05) re-point: the legacy <c>PhysicsEngine.ResolvePlacement</c>
|
||||
/// this arm originally drove is deleted (zero production callers).
|
||||
/// Canonical <c>PhysicsEngine.SetPosition</c> reaches the exact same
|
||||
/// <c>FindPlacementPos</c> ring search — <c>SetPositionInternal</c> sets
|
||||
/// <c>InsertType.Placement</c> before <c>Transition.FindValidPosition</c>,
|
||||
/// which dispatches to <c>FindPlacementPosition</c>, which calls
|
||||
/// <c>FindPlacementPos</c> — so this is the same scratch-reuse surface
|
||||
/// under a new entry point, not a new code path. The bitwise
|
||||
/// fresh-vs-reused comparison and the second-identity leak check are both
|
||||
/// preserved verbatim, now via <see cref="AssertSetPositionBitwise"/>
|
||||
/// over <see cref="PhysicsSetPositionResult"/>.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void ReusedScratch_MatchesFreshPlacementSearch()
|
||||
{
|
||||
PhysicsEngine fresh = BuildPlacementEngine(reuse: false);
|
||||
PhysicsEngine reused = BuildPlacementEngine(reuse: true);
|
||||
|
||||
ResolveResult expected = fresh.ResolvePlacement(
|
||||
new Vector3(10f, 10f, 0f),
|
||||
Cell,
|
||||
0.48f,
|
||||
1.835f,
|
||||
0.40f,
|
||||
0.40f,
|
||||
ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
|
||||
0x50000101u);
|
||||
ResolveResult actual = reused.ResolvePlacement(
|
||||
new Vector3(10f, 10f, 0f),
|
||||
Cell,
|
||||
0.48f,
|
||||
1.835f,
|
||||
0.40f,
|
||||
0.40f,
|
||||
ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
|
||||
0x50000101u);
|
||||
PhysicsSetPositionResult expected = fresh.SetPosition(
|
||||
PlacementRequest(
|
||||
new Vector3(10f, 10f, 0f),
|
||||
ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
|
||||
0x50000101u));
|
||||
PhysicsSetPositionResult actual = reused.SetPosition(
|
||||
PlacementRequest(
|
||||
new Vector3(10f, 10f, 0f),
|
||||
ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
|
||||
0x50000101u));
|
||||
|
||||
AssertResolveBitwise(expected, actual, "placement");
|
||||
AssertSetPositionBitwise(expected, actual, "placement");
|
||||
// A6 (architecture review, 2026-08-05): the bitwise comparison alone
|
||||
// proves fresh and reused AGREE, not that either actually placed
|
||||
// anything — a future regression that makes SetPosition fail
|
||||
// IDENTICALLY on both engines would leave this differential green
|
||||
// while the scratch-reuse surface it exists to guard goes
|
||||
// unexercised. Assert the positive fact the comparison itself can't:
|
||||
// this placement committed.
|
||||
Assert.True(expected.IsCommitted, "fresh engine did not commit the placement");
|
||||
Assert.True(actual.IsCommitted, "reused engine did not commit the placement");
|
||||
|
||||
// A second placement with a different self identity proves that the
|
||||
// previous mover and collision-GUID list cannot leak through the lease.
|
||||
expected = fresh.ResolvePlacement(
|
||||
new Vector3(11f, 10f, 0f),
|
||||
Cell,
|
||||
0.48f,
|
||||
1.835f,
|
||||
0.40f,
|
||||
0.40f,
|
||||
ObjectInfoState.EdgeSlide,
|
||||
0x80000102u);
|
||||
actual = reused.ResolvePlacement(
|
||||
new Vector3(11f, 10f, 0f),
|
||||
Cell,
|
||||
0.48f,
|
||||
1.835f,
|
||||
0.40f,
|
||||
0.40f,
|
||||
ObjectInfoState.EdgeSlide,
|
||||
0x80000102u);
|
||||
expected = fresh.SetPosition(
|
||||
PlacementRequest(
|
||||
new Vector3(11f, 10f, 0f),
|
||||
ObjectInfoState.EdgeSlide,
|
||||
0x80000102u));
|
||||
actual = reused.SetPosition(
|
||||
PlacementRequest(
|
||||
new Vector3(11f, 10f, 0f),
|
||||
ObjectInfoState.EdgeSlide,
|
||||
0x80000102u));
|
||||
|
||||
AssertResolveBitwise(expected, actual, "placement after hostile identity");
|
||||
AssertSetPositionBitwise(expected, actual, "placement after hostile identity");
|
||||
Assert.True(
|
||||
expected.IsCommitted,
|
||||
"fresh engine did not commit the second placement");
|
||||
Assert.True(
|
||||
actual.IsCommitted,
|
||||
"reused engine did not commit the second placement");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds the two-sphere capsule request the legacy scalar
|
||||
/// <c>InitPath(sphereRadius: 0.48, sphereHeight: 1.835)</c> reconstructed
|
||||
/// internally (origin (0,0,radius) + (0,0,height-radius), both
|
||||
/// radius-sized), so canonical <c>SetPosition</c> sees the identical
|
||||
/// mover shape the legacy <c>ResolvePlacement</c> call did.
|
||||
/// </summary>
|
||||
private static PhysicsSetPositionRequest PlacementRequest(
|
||||
Vector3 position,
|
||||
ObjectInfoState moverFlags,
|
||||
uint movingEntityId) => new(
|
||||
Position: position,
|
||||
Orientation: Quaternion.Identity,
|
||||
CellId: Cell,
|
||||
CellLocalPosition: position,
|
||||
Spheres: ImmutableArray.Create(
|
||||
new FlatCollisionSphere(new Vector3(0f, 0f, 0.48f), 0.48f),
|
||||
new FlatCollisionSphere(new Vector3(0f, 0f, 1.835f - 0.48f), 0.48f)),
|
||||
Scale: 1f,
|
||||
StepUpHeight: 0.40f,
|
||||
StepDownHeight: 0.40f,
|
||||
MoverFlags: moverFlags,
|
||||
MovingEntityId: movingEntityId,
|
||||
Flags: PhysicsSetPositionFlags.Placement
|
||||
| PhysicsSetPositionFlags.Slide);
|
||||
|
||||
private static void RunSequence(
|
||||
Func<bool, PhysicsEngine> buildEngine,
|
||||
params ResolveSpec[] specs)
|
||||
|
|
@ -441,6 +480,66 @@ public sealed class TransitionScratchDifferentialTests
|
|||
Assert.Equal(expected.ContactPlaneIsWater, actual.ContactPlaneIsWater);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Bitwise sibling of <see cref="AssertResolveBitwise"/> for
|
||||
/// <see cref="PhysicsSetPositionResult"/>, used by the re-pointed
|
||||
/// <see cref="ReusedScratch_MatchesFreshPlacementSearch"/> (C5a). Every
|
||||
/// field is compared — float-bearing members bitwise (a stale scratch
|
||||
/// leaking a different -0.0/+0.0 sign bit would otherwise pass a
|
||||
/// value-equality check), enum/bool/id members by value, and the
|
||||
/// immutable id arrays by ordered sequence.
|
||||
/// </summary>
|
||||
private static void AssertSetPositionBitwise(
|
||||
PhysicsSetPositionResult expected,
|
||||
PhysicsSetPositionResult actual,
|
||||
string context)
|
||||
{
|
||||
Assert.Equal(expected.Error, actual.Error);
|
||||
Assert.Equal(expected.Residence, actual.Residence);
|
||||
AssertVectorBitwise(expected.Position, actual.Position, context);
|
||||
AssertQuaternionBitwise(expected.Orientation, actual.Orientation, context);
|
||||
Assert.Equal(expected.CellId, actual.CellId);
|
||||
AssertVectorBitwise(
|
||||
expected.CellLocalPosition,
|
||||
actual.CellLocalPosition,
|
||||
$"{context}.CellLocalPosition");
|
||||
Assert.Equal(expected.InContact, actual.InContact);
|
||||
Assert.Equal(expected.OnWalkable, actual.OnWalkable);
|
||||
AssertPlaneBitwise(expected.ContactPlane, actual.ContactPlane, context);
|
||||
Assert.Equal(expected.ContactPlaneCellId, actual.ContactPlaneCellId);
|
||||
Assert.Equal(expected.ContactPlaneIsWater, actual.ContactPlaneIsWater);
|
||||
Assert.Equal(expected.SlidingNormalValid, actual.SlidingNormalValid);
|
||||
AssertVectorBitwise(
|
||||
expected.SlidingNormal,
|
||||
actual.SlidingNormal,
|
||||
$"{context}.SlidingNormal");
|
||||
Assert.Equal(expected.CollisionNormalValid, actual.CollisionNormalValid);
|
||||
AssertVectorBitwise(
|
||||
expected.CollisionNormal,
|
||||
actual.CollisionNormal,
|
||||
$"{context}.CollisionNormal");
|
||||
Assert.Equal(expected.FramesStationaryFall, actual.FramesStationaryFall);
|
||||
Assert.Equal(expected.CollidedWithEnvironment, actual.CollidedWithEnvironment);
|
||||
Assert.Equal(expected.CollisionHandlerResult, actual.CollisionHandlerResult);
|
||||
Assert.Equal(expected.CellChanged, actual.CellChanged);
|
||||
Assert.Equal(expected.ShadowAction, actual.ShadowAction);
|
||||
// ImmutableArray<T>.Equals(ImmutableArray<T>) compares the BACKING
|
||||
// ARRAY REFERENCE, not the elements — the fresh and reused engines
|
||||
// never share a backing array even when the contents match, so
|
||||
// Assert.Equal on the bare ImmutableArray would false-fail. Compare
|
||||
// as plain arrays (regular array Equals/sequence comparison) instead.
|
||||
Assert.Equal(ToArrayOrEmpty(expected.CrossCellIds), ToArrayOrEmpty(actual.CrossCellIds));
|
||||
Assert.Equal(
|
||||
ToArrayOrEmpty(expected.CollidedObjectIds),
|
||||
ToArrayOrEmpty(actual.CollidedObjectIds));
|
||||
Assert.Equal(
|
||||
ToArrayOrEmpty(expected.QueriedCellIds),
|
||||
ToArrayOrEmpty(actual.QueriedCellIds));
|
||||
}
|
||||
|
||||
private static uint[] ToArrayOrEmpty(ImmutableArray<uint> array) =>
|
||||
array.IsDefault ? Array.Empty<uint>() : array.ToArray();
|
||||
|
||||
private static void AssertCoverage(ResolveSpec spec, ResolveResult result)
|
||||
{
|
||||
switch (spec.Coverage)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue