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:
parent
f8e55ba5e4
commit
6921a02744
34 changed files with 508 additions and 946 deletions
|
|
@ -17,7 +17,7 @@ public sealed class PlayerOutboundPositionTests
|
|||
// The render origin remains A9B1, so a point 22.56 m into A9B2 is
|
||||
// represented at world Y=214.56. The wire frame must remain the
|
||||
// carried A9B2-local 22.56, never the render-space 214.56.
|
||||
controller.SetPosition(
|
||||
controller.SeedPlacementForTest(
|
||||
new Vector3(116.07f, 214.56f, 83.76f),
|
||||
0xA9B20021u,
|
||||
new Vector3(116.07f, 22.56f, 83.76f));
|
||||
|
|
@ -42,7 +42,7 @@ public sealed class PlayerOutboundPositionTests
|
|||
public void OutboundPosition_PreservesCompleteAuthoritativeQuaternion()
|
||||
{
|
||||
var controller = new PlayerMovementController(new PhysicsEngine());
|
||||
controller.SetPosition(
|
||||
controller.SeedPlacementForTest(
|
||||
new Vector3(116.07f, 214.56f, 83.76f),
|
||||
0xA9B20021u,
|
||||
new Vector3(116.07f, 22.56f, 83.76f));
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue