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>
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34 changed files with 508 additions and 946 deletions
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@ -875,7 +875,10 @@ public static class CellTransit
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// treats the world-frame sphere coordinates as if they were block-local and
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// marches the cell one block per tick until lbX or lbY underflows to 0x00
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// (the "lbX=0" outbound wire that ACE rejects). "frame not yet authoritative
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// → preserve verbatim" mirrors the NO-LANDBLOCK contract in PhysicsEngine.Resolve.
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// → preserve verbatim" is the same no-landblock-match invariant canonical
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// PhysicsEngine.SetPosition's AdjustSetPosition/DeferredCell path holds today
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// (C5a, 2026-08-05: cite by symbol — the legacy PhysicsEngine.Resolve this
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// note used to name is deleted, zero production callers).
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// Indoor seeds are NOT guarded here because blockOrigin is only consumed by the
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// outdoor pick path (outdoorPickAllowed=false for indoor seeds); returning early
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// for indoor seeds would break all interior cell-set builds (regression).
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@ -1055,9 +1058,15 @@ public static class CellTransit
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// outdoor column, stranding the player outdoor-classified deep inside
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// the house (outdoor→indoor promotion is portal-adjacent-only, retail-
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// identical) → the outdoor flood rendered the interior transparent.
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// The hatch's actual target — poisoned (cell, position) SAVES — is
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// handled at the SNAP by PhysicsEngine.Resolve's AdjustPosition
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// validation since #107/#111; mid-session farness cannot arise (the
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// The hatch's actual target — poisoned (cell, position) SAVES — was
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// handled at the SNAP by PhysicsEngine.AdjustPosition validation since
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// #107/#111 (C5a, 2026-08-05: cite by symbol — the legacy
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// PhysicsEngine.Resolve player-snap caller this note used to name is
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// deleted, zero production callers; AdjustPosition survives, now
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// reached in production only from PhysicsCameraCollisionProbe's
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// camera-collision cell resolve, and canonical PhysicsEngine.SetPosition's
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// AdjustSetPosition performs the equivalent validation for live
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// placement); mid-session farness cannot arise (the
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// sphere moves continuously, and real building exits flow through
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// exterior portals → outside cells enter the candidate array → the
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// normal outdoorResult path above demotes there, retail-faithfully).
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@ -22,9 +22,12 @@ namespace AcDream.Core.Physics.Motion;
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/// equivalents call <see cref="ConstrainTo"/> at every accepted-position
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/// seam: <c>LiveEntityNetworkUpdateController</c> for remotes (anchored to
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/// the object's own position, right after the hard-teleport branch returns)
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/// and <c>PlayerMovementController.SetPosition</c>/<c>BlipPosition</c> for
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/// the local player (anchored to the received position). See
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/// <c>docs/research/2026-07-30-constraint-leash-constants.md</c>.</para>
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/// and <c>PlayerMovementController.RearmConstraintLeashAtCurrentPosition</c>
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/// (called from the teleport-hook rearm inside <c>SetPositionCore</c> and
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/// from <c>ArmConstraintLeashAtCommittedPlacement</c>) for the local player
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/// (anchored to the received position; C5a, 2026-08-05 — cite by symbol,
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/// the old <c>SetPosition</c>/<c>BlipPosition</c> pair this note named is
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/// gone). See <c>docs/research/2026-07-30-constraint-leash-constants.md</c>.</para>
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/// </summary>
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public sealed class ConstraintManager
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{
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@ -439,9 +439,12 @@ public sealed class PhysicsBody
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/// <para>Campaign P P5 (2026-07-30) armed the leash at every current
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/// inbound-position acceptance seam
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/// (<c>LiveEntityNetworkUpdateController</c> for remotes,
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/// <c>PlayerMovementController.SetPosition</c>/<c>BlipPosition</c> for the
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/// local player — see <c>docs/research/2026-07-30-constraint-leash-constants.md</c>
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/// §2/§3). <see cref="MotionInterpreter"/> only holds a
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/// <c>PlayerMovementController.RearmConstraintLeashAtCurrentPosition</c>
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/// for the local player — see
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/// <c>docs/research/2026-07-30-constraint-leash-constants.md</c>
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/// §2/§3; C5a, 2026-08-05 — cite by symbol, the old
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/// <c>SetPosition</c>/<c>BlipPosition</c> pair this note named is gone).
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/// <see cref="MotionInterpreter"/> only holds a
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/// <see cref="PhysicsBody"/> reference (no host), so this property stays a
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/// plain settable bool; the per-tick pump that already runs
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/// <c>PositionManager.AdjustOffset</c> (<c>PlayerMovementController.Update</c>,
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@ -21,10 +21,15 @@ internal readonly record struct TerrainWalkableSample(
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///
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/// <para>
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/// Landblocks are registered via <see cref="AddLandblock"/> with their
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/// terrain, indoor cells, and world-space offsets. <see cref="Resolve"/>
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/// takes a current position, the entity's current cell ID, a movement delta,
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/// and a step-up height limit; it returns the validated new position, the
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/// updated cell ID, and whether the entity is standing on a surface.
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/// terrain, indoor cells, and world-space offsets.
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/// <see cref="ResolveWithTransition"/> takes a current position, a target
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/// position, the entity's current cell ID, and the mover's sphere/step
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/// parameters; it returns the validated new position, the updated cell ID,
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/// and whether the entity is standing on a surface. C5a (2026-08-05): the
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/// legacy zero-delta <c>Resolve</c> snap this paragraph used to cite is
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/// gone — canonical placement now flows through <c>SetPosition</c> (Core)
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/// / <c>PreparePositionForCommit</c> + <c>ArmConstraintLeashAtCommittedPlacement</c>
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/// (Runtime), both of which settle through this same sphere-sweep resolver.
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/// </para>
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/// </summary>
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public sealed class PhysicsEngine
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@ -1220,12 +1225,17 @@ public sealed class PhysicsEngine
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/// <c>SmartBox::update_viewer</c> calls this to seat the camera sweep's start
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/// cell at the head-pivot (:280032, indoor branch only) and again as fallback 1
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/// at the sought eye (:280078). The player snap path
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/// (<c>SetPositionInternal</c> :283908 → our <see cref="Resolve"/>) calls it to
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/// validate the server-restored (cell, position) pair before any physics runs —
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/// the #107 indoor-login wedge was this validation missing: a poisoned save
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/// (cell id from one building, position inside another) was trusted verbatim,
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/// the player stood fake-grounded with no walkable floor, and the first movement
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/// demoted them outdoor mid-building → 2.4 m fall under the cottage floor.
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/// (<c>SetPositionInternal</c> :283908) originally called it through the
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/// legacy <c>Resolve</c> wrapper (deleted C5a, zero production callers)
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/// to validate the server-restored (cell, position) pair before any
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/// physics runs; the sole production caller today is
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/// <c>PhysicsCameraCollisionProbe</c> (camera collision cell resolve) —
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/// the #107 indoor-login wedge this method fixed was the validation
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/// missing from the (now-deleted) player snap path:
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/// a poisoned save (cell id from one building, position inside another)
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/// was trusted verbatim, the player stood fake-grounded with no walkable
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/// floor, and the first movement demoted them outdoor mid-building →
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/// 2.4 m fall under the cottage floor.
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/// </para>
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/// <para>
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/// #107 (2026-06-10) completed the previously-deferred indoor
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@ -1758,30 +1768,6 @@ public sealed class PhysicsEngine
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return inside;
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}
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/// <summary>
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/// #107: does any loaded landblock carry a <see cref="CellSurface"/> for
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/// this cell id? Distinguishes "partially hydrated" (floor data present,
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/// struct pending — the legacy floor-snap can ground the claim) from
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/// "completely unknown" (the Resolve safety net demotes loudly).
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/// </summary>
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private bool HasCellSurface(uint cellId)
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{
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// Masked low-word compare (house norm in this file): production
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// CellSurfaces carry full prefixed ids (GameWindow.cs:5923), test
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// fixtures bare low words. A zero-prefix (bare, pre-#106 convention)
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// claim matches any loaded landblock by low word — the legacy Resolve
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// body below treats bare claims the same way.
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uint low = cellId & 0xFFFFu;
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uint prefix = cellId & 0xFFFF0000u;
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foreach (var kvp in _landblocks)
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{
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if (prefix != 0u && (kvp.Key & 0xFFFF0000u) != prefix) continue;
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foreach (var cell in kvp.Value.Cells)
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if ((cell.CellId & 0xFFFFu) == low) return true;
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}
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return false;
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}
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/// <summary>
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/// #107 auto-entry hold (gate-2 extension, 2026-06-10): true when the
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/// server-claimed spawn cell is ready for <see cref="AdjustPosition"/> to
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@ -1799,9 +1785,13 @@ public sealed class PhysicsEngine
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/// gate-run regression: claim 0xA9B40172 committed raw → outdoor demote on
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/// first movement → transparent interior). Claims that can NEVER hydrate
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/// (id outside the landblock's NumCells range) are now filtered by the
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/// caller against the dat, and <see cref="Resolve"/> carries a loud
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/// outdoor-demote safety net for any unhydrated indoor claim that still
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/// gets through.
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/// caller against the dat. C5a (2026-08-05): the loud outdoor-demote
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/// safety net this paragraph used to cite lived in the legacy
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/// <c>Resolve</c>/<c>HasCellSurface</c> pair, deleted with zero production
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/// callers — canonical <c>SetPosition</c> has no equivalent unhydrated-
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/// claim demote, so a claim that fails this gate simply stays un-adjusted
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/// until the streaming worker catches up, the same as any other caller
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/// of <see cref="AdjustPosition"/> that gets <c>found = false</c>.
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/// </para>
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/// </summary>
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public bool IsSpawnCellReady(uint cellId)
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@ -1848,357 +1838,16 @@ public sealed class PhysicsEngine
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return (seedCellId, false);
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}
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/// <summary>
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/// Resolve an entity's movement from <paramref name="currentPos"/> by
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/// applying <paramref name="delta"/> (XY only) and computing the correct Z
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/// from the terrain or indoor cell floor beneath the candidate position.
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///
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/// <para>
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/// Step-height enforcement rejects horizontal movement when the upward Z
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/// change exceeds <paramref name="stepUpHeight"/>. Downhill movement is
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/// always accepted. Returns <see cref="ResolveResult.IsOnGround"/> false
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/// when no loaded landblock covers the candidate position.
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/// </para>
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/// </summary>
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public ResolveResult Resolve(Vector3 currentPos, uint cellId, Vector3 delta, float stepUpHeight)
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{
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// #107 (2026-06-10): retail CPhysicsObj::SetPositionInternal (:283892)
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// step 1 — AdjustPosition (:283908) validates/corrects the claimed cell
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// from the position BEFORE any physics runs. This legacy Resolve is the
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// player snap path (login entry + teleport arrival — the SetPosition
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// shaped calls); both hand it a server-restored (cell, position) pair
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// that can be poisoned (the #107 capture: cell id from one building,
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// position inside another, 55 m apart). Retail validates at the foot-
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// sphere CENTER (localtoglobal of sphere_path.local_sphere, :283903);
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// the player's foot sphere is radius 0.48 m centred 0.48 m above the
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// feet (PlayerMovementController body — capture input.sphereRadius).
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const float FootSphereCenterLift = 0.48f;
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var (adjustedCellId, adjustedFound) = AdjustPosition(
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cellId, currentPos + new Vector3(0f, 0f, FootSphereCenterLift));
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if (adjustedFound && adjustedCellId != cellId)
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{
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Console.WriteLine(System.FormattableString.Invariant(
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$"[spawn-adjust] claimed cell 0x{cellId:X8} does not contain ({currentPos.X:F3},{currentPos.Y:F3},{currentPos.Z:F3}) — corrected to 0x{adjustedCellId:X8} (retail AdjustPosition :280009)"));
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cellId = adjustedCellId;
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}
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else if (!adjustedFound
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&& (cellId & 0xFFFFu) >= 0x0100u
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&& DataCache?.GetCellStruct(cellId) is null
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&& !HasCellSurface(cellId))
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{
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// #107 safety net (2026-06-10 gate-run regression): an indoor claim
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// the engine knows NOTHING about (no cell struct AND no CellSurface
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// floor data) cannot be validated or grounded — committing it raw
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// reproduces the fake-grounded wedge. Retail goes lost-cell here
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// (GotoLostCell, :283418); our recoverable equivalent is the
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// outdoor landcell under the point (documented divergence — we have
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// no lost-cell machinery). When only the struct is missing but the
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// CellSurface floor exists (partial hydration), the legacy indoor
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// floor-snap below handles the claim — don't demote. The auto-entry
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// hold should make this unreachable in practice; if the line fires,
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// the hold has a gap.
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var (outdoorCellId, outdoorFound) = AdjustPosition(
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(cellId & 0xFFFF0000u) | 0x0001u,
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currentPos + new Vector3(0f, 0f, FootSphereCenterLift));
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if (outdoorFound)
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{
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Console.WriteLine(System.FormattableString.Invariant(
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$"[spawn-adjust] UNHYDRATED indoor claim 0x{cellId:X8} at ({currentPos.X:F3},{currentPos.Y:F3},{currentPos.Z:F3}) — demoted to outdoor 0x{outdoorCellId:X8} (lost-cell equivalent)"));
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cellId = outdoorCellId;
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}
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}
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var candidatePos = currentPos + new Vector3(delta.X, delta.Y, 0f);
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// #111 apparatus: one [snap] line per Resolve call (entry + teleport
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// arrival only — low volume, permanent). The gate-3/4/5 runs committed
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// ACE's restored pair VERBATIM through this method while every read
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// path should have changed Z or cell — this line answers which branch
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// actually ran. Remove or demote to env-gate once #111 closes.
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bool snapDiag = (delta.X == 0f && delta.Y == 0f);
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// Find the landblock this candidate position falls in.
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// #106 follow-up (2026-06-09): capture its high-16 prefix — every
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// computed cell id below is returned FULL (lbPrefix | low). The old
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// bare-low-word returns wedged the membership chain whenever a caller
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// committed them (the teleport-arrival snap wrote 0x0000013F: an
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// unresolvable indoor id → no wall BSP, #98 gate reads "indoor
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// primary" and kills the outdoor object sweep → no collision at all).
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LandblockPhysics? physics = null;
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uint lbPrefix = 0u;
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foreach (var kvp in _landblocks)
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{
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var lb = kvp.Value;
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float localX = candidatePos.X - lb.WorldOffsetX;
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float localY = candidatePos.Y - lb.WorldOffsetY;
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if (localX >= 0 && localX < 192f && localY >= 0 && localY < 192f)
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{
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physics = lb;
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lbPrefix = kvp.Key & 0xFFFF0000u;
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break;
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}
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}
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if (physics is null)
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{
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if (snapDiag && DiagnosticLog is { } noLandblockLog)
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noLandblockLog(System.FormattableString.Invariant(
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$"[snap] claim=0x{cellId:X8} pos=({currentPos.X:F3},{currentPos.Y:F3},{currentPos.Z:F3}) branch=NO-LANDBLOCK (lbs={_landblocks.Count}) -> verbatim"));
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return new ResolveResult(candidatePos, cellId, IsOnGround: false);
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}
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float localCandX = candidatePos.X - physics.WorldOffsetX;
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float localCandY = candidatePos.Y - physics.WorldOffsetY;
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// #111 (2026-06-10): a VALIDATED indoor claim is AUTHORITATIVE for the
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// cell — retail SetPositionInternal commits the AdjustPosition cell and
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// only settles Z (CheckPositionInternal → find_valid_position, :283426);
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// it never re-picks the cell from floor geometry. The legacy bestCell
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// floor-pick below scans EVERY CellSurface in the landblock (123 at
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// Holtburg) and breaks same-height ties by iteration order — on a live
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// login it clobbered ACE's clean, validated claim 0xA9B40171 with
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// 0xA9B4013F (issue111-snap1.log), putting the player in a wrong cell
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// → outdoor demote on first movement → transparent interior (#111).
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// Snap shape only (zero delta): ground Z onto the validated claim's own
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// floor when it has one under this XY; cells without their own floor
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// surface here (thresholds, stair lips) fall through to the legacy path.
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if (snapDiag && adjustedFound && (cellId & 0xFFFFu) >= 0x0100u)
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{
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// Ground via the claim's PHYSICS WALKABLE polygons (normal.Z ≥
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// PhysicsGlobals.FloorZ), NOT the CellSurface triangle soup — the
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// soup includes ceiling/roof TOP faces whose first-hit (99.475
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// over 0x171's 94.0 floor, issue111-verify2.log) and even
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// nearest-to-reference (the poisoned reference SAT on the ceiling
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// face, issue111-verify3.log) selections both land on non-floors.
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// The walkable set contains only real floors (retail
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// BSPTREE::find_walkable's polygon filter).
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float? claimFloorZ = WalkableFloorZNearest(cellId, candidatePos, currentPos.Z);
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if (claimFloorZ is not null)
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{
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if (DiagnosticLog is { } validatedLog)
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{
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validatedLog(System.FormattableString.Invariant(
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$"[snap] claim=0x{cellId:X8} pos=({currentPos.X:F3},{currentPos.Y:F3},{currentPos.Z:F3}) VALIDATED -> grounded to its walkable floor z={claimFloorZ.Value:F3}"));
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}
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// #133 (2026-06-13): return the VALIDATED claim's OWN full cell id,
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// NOT lbPrefix | (cellId & 0xFFFF). lbPrefix is found by scanning
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// resident landblocks for one whose [0,192) local bounds contain
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// the candidate XY — but a dungeon EnvCell's local Y can be NEGATIVE
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// (server teleport to 0x00070143 at local (70,-60,0.01)). The dungeon
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// landblock fails the localY>=0 bounds test, so the loop matches a
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// neighbouring still-resident block (e.g. Holtburg 0xA9B3), re-stamping
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// the validated claim 0x00070143 -> 0xA9B30143. The client then
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// mis-resolves the player into the wrong landblock and spams ACE with
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// rejected moves. The validated claim's prefix is AUTHORITATIVE; a
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// position falling in a neighbouring resident landblock must not
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// re-stamp it. Byte-identical for the login case (the position lies in
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// the claim's own landblock, so lbPrefix == cellId & 0xFFFF0000);
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// diverges only — and correctly — in the far-teleport dungeon case.
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return new ResolveResult(
|
||||
new Vector3(candidatePos.X, candidatePos.Y, claimFloorZ.Value),
|
||||
cellId,
|
||||
IsOnGround: true);
|
||||
}
|
||||
}
|
||||
|
||||
// Check if the candidate position falls on any indoor cell floor.
|
||||
// Pick the cell whose floor Z is closest to the entity's current Z.
|
||||
CellSurface? bestCell = null;
|
||||
float? bestCellZ = null;
|
||||
float bestZDist = float.MaxValue;
|
||||
|
||||
foreach (var cell in physics.Cells)
|
||||
{
|
||||
float? floorZ = cell.SampleFloorZ(candidatePos.X, candidatePos.Y);
|
||||
if (floorZ is not null)
|
||||
{
|
||||
float dist = MathF.Abs(floorZ.Value - currentPos.Z);
|
||||
if (dist < bestZDist)
|
||||
{
|
||||
bestCell = cell;
|
||||
bestCellZ = floorZ;
|
||||
bestZDist = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Determine target surface Z and cell.
|
||||
float terrainZ = physics.Terrain.SampleZ(localCandX, localCandY);
|
||||
float targetZ;
|
||||
uint targetCellId;
|
||||
|
||||
// Only the low 16 bits of cellId carry the cell index. Outdoor
|
||||
// cells are 0x0001–0x0040; indoor (EnvCell) cells are 0x0100+.
|
||||
// The full 32-bit cellId includes the landblock prefix in the
|
||||
// high 16 bits (e.g., 0xA9B40001), so we MUST mask before
|
||||
// comparing. Without the mask, every cell looks "indoor" because
|
||||
// 0xA9B40001 >= 0x0100 → the engine always takes the "stay
|
||||
// indoors" path and snaps Z to an EnvCell floor 28m below.
|
||||
bool currentlyIndoor = (cellId & 0xFFFFu) >= 0x0100;
|
||||
|
||||
if (currentlyIndoor)
|
||||
{
|
||||
// Check whether the player crosses a portal belonging to the current cell.
|
||||
uint currentCellIndex = cellId & 0xFFFFu;
|
||||
PortalPlane? crossedPortal = null;
|
||||
foreach (var portal in physics.Portals)
|
||||
{
|
||||
// Only portals owned by the current cell are relevant when indoors.
|
||||
if ((portal.OwnerCellId & 0xFFFFu) != currentCellIndex) continue;
|
||||
if (portal.IsCrossing(currentPos, candidatePos))
|
||||
{
|
||||
crossedPortal = portal;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (crossedPortal is not null)
|
||||
{
|
||||
if (crossedPortal.Value.TargetCellId == 0xFFFFu)
|
||||
{
|
||||
// Indoor → Outdoor exit.
|
||||
targetZ = terrainZ;
|
||||
targetCellId = physics.Terrain.ComputeOutdoorCellId(localCandX, localCandY);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Indoor → Indoor (room to room).
|
||||
uint nextCellIndex = crossedPortal.Value.TargetCellId & 0xFFFFu;
|
||||
CellSurface? nextCell = null;
|
||||
foreach (var c in physics.Cells)
|
||||
{
|
||||
if ((c.CellId & 0xFFFFu) == nextCellIndex) { nextCell = c; break; }
|
||||
}
|
||||
float? nextFloorZ = nextCell?.SampleFloorZ(candidatePos.X, candidatePos.Y);
|
||||
targetZ = nextFloorZ ?? terrainZ;
|
||||
targetCellId = nextCellIndex;
|
||||
}
|
||||
}
|
||||
else if (bestCellZ is not null)
|
||||
{
|
||||
// Staying in the same indoor cell.
|
||||
targetZ = bestCellZ.Value;
|
||||
targetCellId = bestCell!.CellId & 0xFFFFu;
|
||||
}
|
||||
else
|
||||
{
|
||||
// No cell floor found and no portal crossed — fall back to outdoor.
|
||||
targetZ = terrainZ;
|
||||
targetCellId = physics.Terrain.ComputeOutdoorCellId(localCandX, localCandY);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Outdoor player: check for a portal crossing into an indoor cell.
|
||||
// Outside-facing portals have TargetCellId == 0xFFFF (they face the
|
||||
// outdoor world); crossing one from the outdoor side enters the OwnerCellId.
|
||||
PortalPlane? crossedPortal = null;
|
||||
foreach (var portal in physics.Portals)
|
||||
{
|
||||
if (portal.TargetCellId != 0xFFFFu) continue; // only outside-facing portals
|
||||
if (portal.IsCrossing(currentPos, candidatePos))
|
||||
{
|
||||
crossedPortal = portal;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (crossedPortal is not null)
|
||||
{
|
||||
// Outdoor → Indoor: enter the OwnerCellId IF the target cell
|
||||
// actually contains the candidate position. Without CellBSP,
|
||||
// we verify by checking that SampleFloorZ returns non-null
|
||||
// (position is within the cell's floor polygon bounds) AND the
|
||||
// floor Z is close to the player's current Z (not a basement
|
||||
// 30m below). This prevents the wall-bounce bug where portal
|
||||
// planes on upper floors captured outdoor positions.
|
||||
uint enterCellIndex = crossedPortal.Value.OwnerCellId & 0xFFFFu;
|
||||
CellSurface? enterCell = null;
|
||||
foreach (var c in physics.Cells)
|
||||
{
|
||||
if ((c.CellId & 0xFFFFu) == enterCellIndex) { enterCell = c; break; }
|
||||
}
|
||||
float? enterFloorZ = enterCell?.SampleFloorZ(candidatePos.X, candidatePos.Y);
|
||||
|
||||
// Validate: floor must exist AND be within step height of current Z.
|
||||
// This rejects transitions to basements, upper floors, and cells
|
||||
// whose floor polygon doesn't actually cover this position.
|
||||
bool validTransition = enterFloorZ is not null
|
||||
&& MathF.Abs(enterFloorZ.Value - currentPos.Z) < stepUpHeight + 2f;
|
||||
|
||||
if (validTransition)
|
||||
{
|
||||
targetZ = enterFloorZ!.Value;
|
||||
targetCellId = enterCellIndex;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Portal crossed but target cell doesn't contain us — stay outdoor.
|
||||
targetZ = terrainZ;
|
||||
targetCellId = physics.Terrain.ComputeOutdoorCellId(localCandX, localCandY);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Stay outdoors on terrain.
|
||||
targetZ = terrainZ;
|
||||
targetCellId = physics.Terrain.ComputeOutdoorCellId(localCandX, localCandY);
|
||||
|
||||
// #126 (2026-06-11, RETAIL-CORRECTED same day): a zero-delta
|
||||
// RESTORE commits the server's position — it does NOT
|
||||
// re-derive Z. Retail CPhysicsObj::SetPositionInternal
|
||||
// (0x00515bd0, pc:283892-283945) treats the supplied Position
|
||||
// as INPUT: AdjustPosition resolves which cell CONTAINS it,
|
||||
// CheckPositionInternal/find_valid_position VALIDATES it
|
||||
// through the collision transition, and failure goes
|
||||
// store_position + GotoLostCell — there is NO terrain/surface
|
||||
// re-grounding anywhere in the restore path. Our previous
|
||||
// shapes both diverged: grounding to terrainZ warped a
|
||||
// roof-deck logout (ACE's authoritative z=127.2 on the AAB3
|
||||
// tower) THROUGH the roof into the building volume → the
|
||||
// transparent-interior spawn; the cell-walkable scan that
|
||||
// replaced it missed shell-geometry decks entirely (no
|
||||
// EnvCell owns the surface) and failed silently. Trust the
|
||||
// claim's Z; the first physics tick validates/settles against
|
||||
// the REAL collision world (BR-7 building channel included).
|
||||
// max(terrain, z) stays as the under-terrain sanity bound —
|
||||
// our recoverable stand-in for retail's lost-cell machinery
|
||||
// (documented divergence, same as the #107 demote).
|
||||
if (snapDiag
|
||||
&& currentPos.Z > terrainZ)
|
||||
{
|
||||
if (DiagnosticLog is { } outdoorLog)
|
||||
{
|
||||
outdoorLog(System.FormattableString.Invariant(
|
||||
$"[snap] OUTDOOR claim 0x{cellId:X8} z={currentPos.Z:F3} above terrain {terrainZ:F3} — committing the server Z (retail SetPositionInternal shape; physics settles on tick 1)"));
|
||||
}
|
||||
targetZ = currentPos.Z;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Step-height enforcement: block upward movement that exceeds the limit.
|
||||
float zDelta = targetZ - currentPos.Z;
|
||||
if (snapDiag && DiagnosticLog is { } resultLog)
|
||||
resultLog(System.FormattableString.Invariant(
|
||||
$"[snap] claim=0x{cellId:X8} pos=({currentPos.X:F3},{currentPos.Y:F3},{currentPos.Z:F3}) cells={physics.Cells.Count} bestCell=0x{(bestCell?.CellId ?? 0u):X8} bestZ={(bestCellZ?.ToString("F3") ?? "none")} terrainZ={terrainZ:F3} indoor={currentlyIndoor} -> targetZ={targetZ:F3} targetCell=0x{(lbPrefix | (targetCellId & 0xFFFFu)):X8} stepReject={zDelta > stepUpHeight}"));
|
||||
if (zDelta > stepUpHeight)
|
||||
{
|
||||
// Too steep to step up — reject horizontal movement.
|
||||
return new ResolveResult(currentPos, cellId, IsOnGround: true);
|
||||
}
|
||||
|
||||
return new ResolveResult(
|
||||
new Vector3(candidatePos.X, candidatePos.Y, targetZ),
|
||||
lbPrefix | (targetCellId & 0xFFFFu),
|
||||
IsOnGround: true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resolve movement using the CTransition sphere-sweep system.
|
||||
/// Subdivides movement into sphere-radius steps, tests terrain collision
|
||||
/// at each step, handles step-down for ground contact.
|
||||
/// Falls back to the simple <see cref="Resolve"/> if the transition fails.
|
||||
/// at each step, handles step-down for ground contact. C5a (2026-08-05):
|
||||
/// the legacy simple-snap fallback this method used to describe (the
|
||||
/// zero-delta <c>Resolve</c> player-snap path) is gone — deleted with
|
||||
/// zero production callers. This is now the sole movement-resolution
|
||||
/// entry point; a failed transition returns its own
|
||||
/// <see cref="ResolveResult.Ok"/> false rather than falling back to
|
||||
/// anything.
|
||||
///
|
||||
/// <para>
|
||||
/// <paramref name="body"/> is optional but highly recommended for movement
|
||||
|
|
@ -2736,64 +2385,4 @@ public sealed class PhysicsEngine
|
|||
ReturnTransition(transition);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Runs retail's radius-aware placement-ring search after the host has
|
||||
/// validated the server's cell and grounded the initial position. This is
|
||||
/// the <c>CTransition::find_placement_pos</c> half of enter-world
|
||||
/// <c>SetPosition</c>; unlike an ordinary zero-distance transition it tests
|
||||
/// object occupancy and can seat a relogging player beside a creature that
|
||||
/// now occupies the saved location.
|
||||
/// </summary>
|
||||
public ResolveResult ResolvePlacement(
|
||||
Vector3 position,
|
||||
uint cellId,
|
||||
float sphereRadius,
|
||||
float sphereHeight,
|
||||
float stepUpHeight,
|
||||
float stepDownHeight,
|
||||
ObjectInfoState moverFlags = ObjectInfoState.None,
|
||||
uint movingEntityId = 0)
|
||||
{
|
||||
var transition = RentTransition();
|
||||
try
|
||||
{
|
||||
transition.ObjectInfo.StepUpHeight = stepUpHeight;
|
||||
transition.ObjectInfo.StepDownHeight = stepDownHeight;
|
||||
transition.ObjectInfo.StepDown = true;
|
||||
transition.ObjectInfo.SelfEntityId = movingEntityId;
|
||||
transition.ObjectInfo.State = moverFlags;
|
||||
transition.SpherePath.InitPath(
|
||||
position, position, cellId, sphereRadius, sphereHeight);
|
||||
transition.SpherePath.InsertType = InsertType.Placement;
|
||||
|
||||
bool ok = transition.FindPlacementPos(this);
|
||||
var sp = transition.SpherePath;
|
||||
var ci = transition.CollisionInfo;
|
||||
bool inContact = ci.ContactPlaneValid;
|
||||
bool onWalkable = PhysicsObjUpdate.IsWalkableContact(
|
||||
inContact,
|
||||
ci.ContactPlane.Normal);
|
||||
bool onGround = inContact
|
||||
|| (transition.ObjectInfo.State & ObjectInfoState.OnWalkable) != 0;
|
||||
|
||||
return new ResolveResult(
|
||||
sp.CurPos,
|
||||
sp.CurCellId != 0 ? sp.CurCellId : cellId,
|
||||
onGround,
|
||||
ci.CollisionNormalValid,
|
||||
ci.CollisionNormal,
|
||||
ok,
|
||||
Orientation: sp.CurOrientation,
|
||||
InContact: inContact,
|
||||
OnWalkable: onWalkable,
|
||||
ContactPlane: ci.ContactPlane,
|
||||
ContactPlaneCellId: ci.ContactPlaneCellId,
|
||||
ContactPlaneIsWater: ci.ContactPlaneIsWater);
|
||||
}
|
||||
finally
|
||||
{
|
||||
ReturnTransition(transition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@ using System.Numerics;
|
|||
namespace AcDream.Core.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// Result of <see cref="PhysicsEngine.Resolve"/>: the validated
|
||||
/// Result of <see cref="PhysicsEngine.ResolveWithTransition"/>: the validated
|
||||
/// position after collision, the cell the entity ended up in,
|
||||
/// and whether they're standing on a surface.
|
||||
///
|
||||
|
|
|
|||
|
|
@ -791,9 +791,14 @@ internal sealed class HeadlessSessionWorldProjection
|
|||
/// C4 route 3 (D-T6): the portal-arrival placement runs through the
|
||||
/// SAME canonical Runtime portal arm the graphical host drives
|
||||
/// (<see cref="RuntimeAcceptedPositionDriveController.TryExecuteAcceptedPortalArrival"/>),
|
||||
/// retiring the duplicate Resolve/ResolvePlacement/SetPosition authority
|
||||
/// this method used to own directly (D2;
|
||||
/// docs/research/2026-08-04-c4-route-3-contract.md D-T6).
|
||||
/// retiring the duplicate placement authority this method used to own
|
||||
/// directly (D2; docs/research/2026-08-04-c4-route-3-contract.md D-T6).
|
||||
/// C5a (2026-08-05): that duplicate authority forecast here is now
|
||||
/// closed for real — the legacy <c>PhysicsEngine.Resolve</c>/
|
||||
/// <c>ResolvePlacement</c> pair this note used to name is deleted
|
||||
/// outright, zero production callers; the sole canonical placement path
|
||||
/// today is <c>PhysicsEngine.SetPosition</c> via
|
||||
/// <c>RuntimeSetPositionState</c>.
|
||||
///
|
||||
/// <para>
|
||||
/// A1/A3 review fix (2026-08-05): the first pass discarded the arm's
|
||||
|
|
|
|||
|
|
@ -142,8 +142,11 @@ internal enum PlayerMovementControllerPublicationLifecycle
|
|||
/// velocity clamping — all from the decompiled retail client.
|
||||
/// - MotionInterpreter owns the motion state machine: walk/run/jump
|
||||
/// validation, state tracking, speed constants from the retail dat.
|
||||
/// - PhysicsEngine.Resolve is still used each frame to snap the player
|
||||
/// to terrain/cell floor Z and detect ground contact.
|
||||
/// - PhysicsEngine.ResolveWithTransition is still used each frame to snap
|
||||
/// the player to terrain/cell floor Z and detect ground contact (C5a,
|
||||
/// 2026-08-05: the legacy PhysicsEngine.Resolve this note used to name
|
||||
/// is deleted, zero production callers; ResolveWithTransition's
|
||||
/// sphere-sweep resolver is, and always was, the real per-frame path).
|
||||
/// </summary>
|
||||
public sealed class PlayerMovementController
|
||||
{
|
||||
|
|
@ -1743,21 +1746,19 @@ public sealed class PlayerMovementController
|
|||
_physics.UpdatePlayerCurrCell(newCellId);
|
||||
}
|
||||
|
||||
public void SetPosition(Vector3 pos, uint cellId)
|
||||
// #145: tests + legacy callers run in the world==block-local frame (no
|
||||
// streaming center), so the cell-local seed IS the world position. This
|
||||
// makes the carried anchor (body.Position − CellPosition.Origin) == (0,0,0),
|
||||
// identical to the legacy Zero terrain-origin fallback → behaviour unchanged.
|
||||
=> SetPosition(pos, cellId, pos);
|
||||
|
||||
/// <summary>
|
||||
/// Server-snap / teleport placement. <paramref name="cellLocal"/> is the
|
||||
/// LANDBLOCK-relative position (the wire's local, or world − landblock origin)
|
||||
/// which seeds the body's cell-relative <c>CellPosition</c> WITHOUT any streaming
|
||||
/// center (#145). A teleport is a large jump, so this snaps the cell frame
|
||||
/// directly via <c>SnapToCell</c> rather than delta-syncing through the setter.
|
||||
/// C5a (2026-08-05): this seed exists ONLY to place a controller directly
|
||||
/// in test fixtures. Production placement never calls it — the retail
|
||||
/// server-snap / teleport / enter-world path commits through
|
||||
/// <see cref="PreparePositionForCommit"/> followed by
|
||||
/// <see cref="ArmConstraintLeashAtCommittedPlacement"/> (or, for the
|
||||
/// already-live case, canonical <c>SetPositionCore</c> callers inside
|
||||
/// this class). <paramref name="cellLocal"/> is the LANDBLOCK-relative
|
||||
/// position (the wire's local, or world − landblock origin) which seeds
|
||||
/// the body's cell-relative <c>CellPosition</c> WITHOUT any streaming
|
||||
/// center (#145).
|
||||
/// </summary>
|
||||
public void SetPosition(Vector3 pos, uint cellId, Vector3 cellLocal)
|
||||
internal void SeedPlacementForTest(Vector3 pos, uint cellId, Vector3 cellLocal)
|
||||
{
|
||||
EnsurePublishedForRuntimeOperation();
|
||||
SetPositionCore(
|
||||
|
|
@ -1786,22 +1787,14 @@ public sealed class PlayerMovementController
|
|||
publishSharedState: false);
|
||||
}
|
||||
|
||||
internal void CommitPreparedPosition()
|
||||
{
|
||||
EnsurePublishedForRuntimeOperation();
|
||||
_physics.UpdatePlayerCurrCell(CellId);
|
||||
PositionManager?.UnStick();
|
||||
// #167 (Campaign P P5): mirrors the SetPositionCore teleport_hook
|
||||
// teardown+rearm below — see that comment for the retail citation.
|
||||
RearmConstraintLeashAtCurrentPosition();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// C3c-R1: arms the login-entry constraint leash from the Runtime
|
||||
/// publication chain. The flip deleted the only login-path caller of
|
||||
/// <see cref="RearmConstraintLeashAtCurrentPosition"/> (the App-side
|
||||
/// <see cref="CommitPreparedPosition"/> call in the old
|
||||
/// player-mode-entry commit); the dormant activation's final commit
|
||||
/// <c>CommitPreparedPosition</c> call in the old
|
||||
/// player-mode-entry commit, removed C5a — production placement now
|
||||
/// arms exclusively here and at <see cref="SetPositionCore"/>'s
|
||||
/// teleport_hook teardown+rearm); the dormant activation's final commit
|
||||
/// (<c>RuntimeSetPositionState.TryApplyDormantLocalActivationFinalCommit</c>)
|
||||
/// is the accepted-position event that replaces it — retail arms at
|
||||
/// every accepted-position event (<c>SmartBox::HandleReceivedPosition</c>
|
||||
|
|
@ -1824,9 +1817,11 @@ public sealed class PlayerMovementController
|
|||
/// immediately after <c>TeleportPlayer</c>'s teardown, anchored to the
|
||||
/// RECEIVED position (here, the body's just-snapped current position).
|
||||
/// Shared by the teleport path (after UnConstrain), the deferred
|
||||
/// player-mode-entry commit path (<see cref="CommitPreparedPosition"/>),
|
||||
/// which never ran UnConstrain because nothing could have armed the
|
||||
/// leash before the controller had a <see cref="PositionManager"/>,
|
||||
/// player-mode-entry commit path (formerly the App-side
|
||||
/// <c>CommitPreparedPosition</c> caller, removed C5a; now
|
||||
/// <see cref="ArmConstraintLeashAtCommittedPlacement"/>'s Runtime-owned
|
||||
/// caller), which never ran UnConstrain because nothing could have armed
|
||||
/// the leash before the controller had a <see cref="PositionManager"/>,
|
||||
/// and the C3c first-entry placement commit
|
||||
/// (<see cref="ArmConstraintLeashAtCommittedPlacement"/>).
|
||||
/// docs/research/2026-07-30-constraint-leash-constants.md §2/§3.2.
|
||||
|
|
|
|||
|
|
@ -1318,6 +1318,16 @@ internal sealed class RuntimeSetPositionState : IDisposable
|
|||
allowDirectUnsealed: true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// C5a (2026-08-05): test seam. A pure pass-through to
|
||||
/// <c>BeginAcceptedPlacementCore</c> (<c>captureMoverPreparationAuthority:
|
||||
/// false</c>) kept ONLY so Runtime test fixtures can open a placement
|
||||
/// operation directly; production reaches the core exclusively through
|
||||
/// <see cref="Apply"/> and the authored sequence. The core it calls IS
|
||||
/// the canonical path, so this wrapper is not a legacy path to delete —
|
||||
/// deleting it would only buy broad mechanical test churn for zero
|
||||
/// behaviour change (C5a scoping, disposition 3.7).
|
||||
/// </summary>
|
||||
internal RuntimeEntityPlacementToken BeginAcceptedPlacement(
|
||||
RuntimeEntityRecord record,
|
||||
ulong expectedPositionAuthorityVersion,
|
||||
|
|
@ -1330,6 +1340,15 @@ internal sealed class RuntimeSetPositionState : IDisposable
|
|||
portal,
|
||||
captureMoverPreparationAuthority: false);
|
||||
|
||||
/// <summary>
|
||||
/// C5a (2026-08-05): test seam. A pure pass-through to
|
||||
/// <c>BeginAcceptedPlacementCore</c> (<c>captureMoverPreparationAuthority:
|
||||
/// true</c>) kept ONLY so Runtime test fixtures can open an authored
|
||||
/// placement operation directly; production reaches the core through the
|
||||
/// authored sequence itself. See <see cref="BeginAcceptedPlacement"/> for
|
||||
/// why this wrapper is a recorded deliberate exception, not a deletion
|
||||
/// target.
|
||||
/// </summary>
|
||||
internal RuntimeEntityPlacementToken BeginAuthoredPlacement(
|
||||
RuntimeEntityRecord record,
|
||||
ulong expectedPositionAuthorityVersion,
|
||||
|
|
|
|||
|
|
@ -216,11 +216,11 @@ public sealed class RuntimeAcceptedPositionDriveController
|
|||
/// not re-issue it. The converse does NOT hold: equality does not prove
|
||||
/// the newest accepted event was this ForcePosition, because
|
||||
/// <c>RuntimeEntityRecordTable.AdvancePositionAuthority</c> has four call
|
||||
/// sites, not one — the ordinary accepted-Position merge
|
||||
/// (<c>RuntimeEntityObjectLifetime.cs:1647</c>) plus
|
||||
/// <c>TryApplyPickup</c> (<c>:1116</c>),
|
||||
/// <c>CommitPositionChannelUpdate</c> (<c>:2041</c>) and
|
||||
/// <c>AdvanceCreateAuthority</c> (<c>:2466</c>). The latter three are
|
||||
/// sites, not one, all in <c>RuntimeEntityObjectLifetime</c> (C5a,
|
||||
/// 2026-08-05 — cite by symbol, not line: these move) — the ordinary
|
||||
/// accepted-Position merge plus <c>TryApplyPickup</c>,
|
||||
/// <c>CommitPositionChannelUpdate</c>, and
|
||||
/// <c>AdvanceCreateAuthority</c>. The latter three are
|
||||
/// effectively unreachable for a live local player, but the funnel's
|
||||
/// safety does not depend on that: an unnoticed advance can only make the
|
||||
/// funnel decline a re-issue it might have made (register row
|
||||
|
|
|
|||
|
|
@ -15,7 +15,7 @@ public sealed class LocalPlayerProjectionControllerTests
|
|||
Quaternion.CreateFromAxisAngle(Vector3.UnitX, 0.7f)
|
||||
* Quaternion.CreateFromAxisAngle(Vector3.UnitY, -0.4f));
|
||||
var movement = new PlayerMovementController(new PhysicsEngine());
|
||||
movement.SetPosition(Vector3.Zero, cellId, Vector3.Zero);
|
||||
movement.SeedPlacementForTest(Vector3.Zero, cellId, Vector3.Zero);
|
||||
movement.SetBodyOrientation(complete);
|
||||
var entity = new WorldEntity
|
||||
{
|
||||
|
|
@ -53,7 +53,7 @@ public sealed class LocalPlayerProjectionControllerTests
|
|||
{
|
||||
const uint cellId = 0x02020001u;
|
||||
var movement = new PlayerMovementController(new PhysicsEngine());
|
||||
movement.SetPosition(new Vector3(12f, 8f, 3f), cellId, Vector3.Zero);
|
||||
movement.SeedPlacementForTest(new Vector3(12f, 8f, 3f), cellId, Vector3.Zero);
|
||||
var entity = new WorldEntity
|
||||
{
|
||||
Id = 8u,
|
||||
|
|
@ -88,7 +88,7 @@ public sealed class LocalPlayerProjectionControllerTests
|
|||
{
|
||||
const uint cellId = 0x02020001u;
|
||||
var movement = new PlayerMovementController(new PhysicsEngine());
|
||||
movement.SetPosition(new Vector3(12f, 8f, 3f), cellId, Vector3.Zero);
|
||||
movement.SeedPlacementForTest(new Vector3(12f, 8f, 3f), cellId, Vector3.Zero);
|
||||
var entity = new WorldEntity
|
||||
{
|
||||
Id = 9u,
|
||||
|
|
|
|||
|
|
@ -244,7 +244,7 @@ public sealed class MouseLookControllerTests
|
|||
worldOffsetX: 0f,
|
||||
worldOffsetY: 0f);
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001u);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001u, new Vector3(96f, 96f, 50f));
|
||||
return controller;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -15,8 +15,47 @@ public sealed class PlayerMovementPlacementTransactionTests
|
|||
private const uint PriorCell = 0x0101_0101u;
|
||||
private const uint DestinationCell = 0x0101_0102u;
|
||||
|
||||
/// <summary>
|
||||
/// C5a (2026-08-05) re-point: <c>PlayerMovementController.CommitPreparedPosition</c>
|
||||
/// is deleted (zero production callers — production placement now arms
|
||||
/// the login-entry leash via <c>ArmConstraintLeashAtCommittedPlacement</c>,
|
||||
/// called from <c>RuntimeLocalPlayerPhysicsPublicationState.ArmFirstEntryConstraintLeash</c>
|
||||
/// AFTER <c>RuntimeSetPositionState.TryApplyDormantLocalActivationFinalCommit</c>
|
||||
/// has already published the shared current cell — see that method's
|
||||
/// doc comment). Architecture-review correction (A5, 2026-08-05): the two
|
||||
/// deleted invariants did NOT relocate symmetrically.
|
||||
/// <b>Render-root publish DID move</b> — it happens inside
|
||||
/// <c>RuntimeSetPositionState.TryApplyDormantLocalActivationFinalCommit</c>
|
||||
/// itself, via <c>_physics.Engine.UpdatePlayerCurrCell(result.CellId)</c>
|
||||
/// (<c>RuntimeSetPositionState.cs:2774</c>).
|
||||
/// <b>Sticky-target release did NOT move anywhere</b> — <c>grep -rn
|
||||
/// "UnStick" src/AcDream.Runtime/</c> returns zero call sites on this
|
||||
/// path; the only local-player <c>UnStick</c> left is
|
||||
/// <c>PlayerMovementController.SetPositionCore</c>'s
|
||||
/// <c>if (publishSharedState) PositionManager?.UnStick();</c>, and
|
||||
/// <c>PreparePositionForCommit</c> passes <c>publishSharedState: false</c>.
|
||||
/// The unstick-at-first-entry-commit behaviour <c>CommitPreparedPosition</c>
|
||||
/// used to perform is simply gone — it was dead code (the method had zero
|
||||
/// production callers before this slice deleted it), so nothing regresses
|
||||
/// today, but no layer pins the invariant "first-entry commit releases any
|
||||
/// sticky target" any more. That is disposition 3.6's one real coverage
|
||||
/// loss (see the C5a commit message).
|
||||
/// This App-layer fixture (a bare <see cref="PlayerMovementController"/> +
|
||||
/// <see cref="EntityPhysicsHost"/> pair, no Runtime activation pipeline)
|
||||
/// cannot drive the Runtime final-commit transaction without
|
||||
/// disproportionate fixture growth — recorded here as the explicit C5a
|
||||
/// scope decision rather than silently dropped.
|
||||
/// What THIS test still proves, unchanged: <see cref="PlayerMovementController.PreparePositionForCommit"/>
|
||||
/// defers the render-root publish exactly as before (<c>controller.CellId</c>
|
||||
/// updates immediately; <c>physics.DataCache.CellGraph.CurrCell</c> and
|
||||
/// the sticky target stay untouched), and the surviving production
|
||||
/// commit-arm, <see cref="PlayerMovementController.ArmConstraintLeashAtCommittedPlacement"/>,
|
||||
/// arms the constraint leash without independently touching either —
|
||||
/// neither the render-root publish (a DIFFERENT layer's job now) nor the
|
||||
/// sticky release (nobody's job any more).
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void PreparedPosition_DoesNotPublishRenderRootOrUnstickUntilCommit()
|
||||
public void PreparedPosition_DefersRenderRootPublish_CommitArmsLeashOnly()
|
||||
{
|
||||
PhysicsEngine physics = PhysicsWithCells(PriorCell, DestinationCell);
|
||||
physics.UpdatePlayerCurrCell(PriorCell);
|
||||
|
|
@ -38,11 +77,19 @@ public sealed class PlayerMovementPlacementTransactionTests
|
|||
Assert.Equal(DestinationCell, controller.CellId);
|
||||
Assert.Equal(PriorCell, physics.DataCache!.CellGraph.CurrCell!.Id);
|
||||
Assert.Equal(TargetGuid, player.PositionManager.GetStickyObjectId());
|
||||
Assert.False(player.PositionManager.IsFullyConstrained());
|
||||
Assert.Null(player.PositionManager.Constraint);
|
||||
|
||||
controller.CommitPreparedPosition();
|
||||
controller.ArmConstraintLeashAtCommittedPlacement();
|
||||
|
||||
Assert.Equal(DestinationCell, physics.DataCache.CellGraph.CurrCell!.Id);
|
||||
Assert.Equal(0u, player.PositionManager.GetStickyObjectId());
|
||||
// The leash is armed...
|
||||
Assert.NotNull(player.PositionManager.Constraint);
|
||||
Assert.True(player.PositionManager.Constraint!.IsConstrained);
|
||||
// ...but the surviving App-layer commit does NOT publish the render
|
||||
// root or release the sticky target — those now happen inside the
|
||||
// Runtime dormant-activation final commit, before this method runs.
|
||||
Assert.Equal(PriorCell, physics.DataCache.CellGraph.CurrCell!.Id);
|
||||
Assert.Equal(TargetGuid, player.PositionManager.GetStickyObjectId());
|
||||
}
|
||||
|
||||
private static PhysicsEngine PhysicsWithCells(params uint[] cellIds)
|
||||
|
|
|
|||
|
|
@ -343,7 +343,7 @@ public sealed class RetailLocalPlayerFrameControllerTests
|
|||
|
||||
var clock = new RetailObjectQuantumClock();
|
||||
var controller = new PlayerMovementController(engine, clock);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001u);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001u, new Vector3(96f, 96f, 50f));
|
||||
Assert.True(clock.IsActive);
|
||||
return controller;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -32,7 +32,7 @@ public sealed class PlayerInteractionMovementSinkTests
|
|||
MovementType expectedType)
|
||||
{
|
||||
var controller = new PlayerMovementController(new PhysicsEngine());
|
||||
controller.SetPosition(Vector3.Zero, Cell);
|
||||
controller.SeedPlacementForTest(Vector3.Zero, Cell, Vector3.Zero);
|
||||
bool nonAutonomousAtTargetInstall = false;
|
||||
int cancellations = 0;
|
||||
double targetQuantum = 0d;
|
||||
|
|
|
|||
|
|
@ -19,7 +19,7 @@ public sealed class PlayerMovementHiddenTests
|
|||
const uint cellId = 0x01010001u;
|
||||
|
||||
var controller = new PlayerMovementController(new PhysicsEngine());
|
||||
controller.SetPosition(Vector3.Zero, cellId, Vector3.Zero);
|
||||
controller.SeedPlacementForTest(Vector3.Zero, cellId, Vector3.Zero);
|
||||
|
||||
var hosts = new Dictionary<uint, IPhysicsObjHost>();
|
||||
EntityPhysicsHost? playerHost = null;
|
||||
|
|
|
|||
|
|
@ -158,7 +158,7 @@ public sealed class CameraFrameControllerTests
|
|||
0f,
|
||||
0f);
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001u);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001u, new Vector3(96f, 96f, 50f));
|
||||
return controller;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -89,7 +89,7 @@ public sealed class LocalPlayerTeleportControllerTests
|
|||
Assert.Null(harness.Presentation.BeginProjection);
|
||||
|
||||
harness.Mode.Controller = new PlayerMovementController(new PhysicsEngine());
|
||||
harness.Mode.Controller.SetPosition(
|
||||
harness.Mode.Controller.SeedPlacementForTest(
|
||||
Vector3.Zero,
|
||||
0x20210001u,
|
||||
Vector3.Zero);
|
||||
|
|
@ -117,7 +117,7 @@ public sealed class LocalPlayerTeleportControllerTests
|
|||
Assert.Empty(harness.Streaming.Reservations);
|
||||
|
||||
harness.Mode.Controller = new PlayerMovementController(new PhysicsEngine());
|
||||
harness.Mode.Controller.SetPosition(Vector3.Zero, 0x20210001u, Vector3.Zero);
|
||||
harness.Mode.Controller.SeedPlacementForTest(Vector3.Zero, 0x20210001u, Vector3.Zero);
|
||||
harness.Controller.Tick(0.016f);
|
||||
|
||||
Assert.Equal(0x20210001u, harness.Controller.ActiveDestinationCell);
|
||||
|
|
@ -156,7 +156,7 @@ public sealed class LocalPlayerTeleportControllerTests
|
|||
harness.Mode.RebuildOnEnter = () =>
|
||||
{
|
||||
var controller = new PlayerMovementController(new PhysicsEngine());
|
||||
controller.SetPosition(Vector3.Zero, 0x20210001u, Vector3.Zero);
|
||||
controller.SeedPlacementForTest(Vector3.Zero, 0x20210001u, Vector3.Zero);
|
||||
return controller;
|
||||
};
|
||||
harness.Controller.Tick(0.016f);
|
||||
|
|
@ -353,7 +353,7 @@ public sealed class LocalPlayerTeleportControllerTests
|
|||
// AddSyntheticIndoorCell doc comment for why CommitLandblockCollision
|
||||
// alone (terrain-only) cannot make it spawn-ready.
|
||||
harness.AddSyntheticIndoorCell(0x30310100u);
|
||||
harness.Mode.Controller!.SetPosition(
|
||||
harness.Mode.Controller!.SeedPlacementForTest(
|
||||
Vector3.Zero,
|
||||
0x20210001u,
|
||||
Vector3.Zero);
|
||||
|
|
@ -649,7 +649,7 @@ public sealed class LocalPlayerTeleportControllerTests
|
|||
// body/cell/orientation BEFORE this suffix runs. Reproduce that
|
||||
// pre-state directly rather than re-resolving it here - Place() no
|
||||
// longer resolves anything (D-T4).
|
||||
controllerSlot.Controller.SetPosition(position, cell, position);
|
||||
controllerSlot.Controller.SeedPlacementForTest(position, cell, position);
|
||||
controllerSlot.Controller.SetBodyOrientation(rotation);
|
||||
var cameras = new ChaseCameraInputState
|
||||
{
|
||||
|
|
@ -727,14 +727,14 @@ public sealed class LocalPlayerTeleportControllerTests
|
|||
{
|
||||
Controller = new PlayerMovementController(new PhysicsEngine()),
|
||||
};
|
||||
controllerSlot.Controller.SetPosition(
|
||||
controllerSlot.Controller.SeedPlacementForTest(
|
||||
Vector3.Zero,
|
||||
sourceCell,
|
||||
Vector3.Zero);
|
||||
// C4 route 3: reproduce the canonical Runtime commit's pre-state
|
||||
// (body/cell already resolved) - Place() no longer resolves it.
|
||||
var destinationPosition = new Vector3(12f, 24f, 6f);
|
||||
controllerSlot.Controller.SetPosition(
|
||||
controllerSlot.Controller.SeedPlacementForTest(
|
||||
destinationPosition,
|
||||
destinationCell,
|
||||
destinationPosition);
|
||||
|
|
@ -1303,7 +1303,7 @@ public sealed class LocalPlayerTeleportControllerTests
|
|||
{
|
||||
_order = order;
|
||||
Controller = new PlayerMovementController(new PhysicsEngine());
|
||||
Controller.SetPosition(Vector3.Zero, 0x20210001u, Vector3.Zero);
|
||||
Controller.SeedPlacementForTest(Vector3.Zero, 0x20210001u, Vector3.Zero);
|
||||
}
|
||||
|
||||
public PlayerMovementController? Controller { get; set; }
|
||||
|
|
|
|||
|
|
@ -139,7 +139,7 @@ public sealed class StreamingFrameControllerTests
|
|||
var fixture = new Fixture(initializeOrigin: true);
|
||||
fixture.Mode.IsPlayerMode = true;
|
||||
var player = new PlayerMovementController(new PhysicsEngine());
|
||||
player.SetPosition(
|
||||
player.SeedPlacementForTest(
|
||||
new Vector3(383f, -0.01f, 0f),
|
||||
0x0A140001u,
|
||||
new Vector3(1f, 1f, 0f));
|
||||
|
|
@ -159,7 +159,7 @@ public sealed class StreamingFrameControllerTests
|
|||
{
|
||||
State = PlayerState.PortalSpace,
|
||||
};
|
||||
player.SetPosition(
|
||||
player.SeedPlacementForTest(
|
||||
new Vector3(1000f, -1000f, 0f),
|
||||
0x0A140001u,
|
||||
new Vector3(1f, 1f, 0f));
|
||||
|
|
@ -179,7 +179,7 @@ public sealed class StreamingFrameControllerTests
|
|||
var fixture = new Fixture(initializeOrigin: true);
|
||||
fixture.Mode.IsPlayerMode = true;
|
||||
var player = new PlayerMovementController(new PhysicsEngine());
|
||||
player.SetPosition(
|
||||
player.SeedPlacementForTest(
|
||||
new Vector3(1000f, -1000f, 0f),
|
||||
0x0A140001u,
|
||||
new Vector3(1f, 1f, 0f));
|
||||
|
|
|
|||
|
|
@ -86,7 +86,7 @@ public class DispatcherToMovementIntegrationTests
|
|||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
controller.Yaw = 0f; // facing +X
|
||||
|
||||
var kb = new FakeKb();
|
||||
|
|
@ -117,7 +117,7 @@ public class DispatcherToMovementIntegrationTests
|
|||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
controller.Yaw = 0f;
|
||||
|
||||
var kb = new FakeKb();
|
||||
|
|
@ -165,12 +165,12 @@ public class DispatcherToMovementIntegrationTests
|
|||
// frame's MouseDeltaX doesn't leak into the second run via Yaw.
|
||||
var engineA = MakeFlatEngine();
|
||||
var ctrlA = new PlayerMovementController(engineA);
|
||||
ctrlA.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
ctrlA.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
ctrlA.Yaw = 0f;
|
||||
|
||||
var engineB = MakeFlatEngine();
|
||||
var ctrlB = new PlayerMovementController(engineB);
|
||||
ctrlB.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
ctrlB.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
ctrlB.Yaw = 0f;
|
||||
|
||||
var inputZero = new MovementInput(Forward: true, MouseDeltaX: 0f);
|
||||
|
|
|
|||
|
|
@ -161,7 +161,7 @@ public class PlayerMoveToCutoverTests
|
|||
controller.Motion.RemoveLinkAnimations = () => seq.Manager.HandleEnterWorld();
|
||||
controller.Motion.InitializeMotionTables = () => seq.Manager.InitializeState();
|
||||
controller.Motion.CheckForCompletedMotions = seq.Manager.CheckForCompletedMotions;
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
controller.Yaw = 0f; // heading 90 = facing +X
|
||||
|
||||
const uint selfGuid = 0x5000000Au;
|
||||
|
|
|
|||
|
|
@ -108,7 +108,7 @@ public class W6EdgeDrivenMovementTests
|
|||
controller.Motion.RemoveLinkAnimations = () => s.Manager.HandleEnterWorld();
|
||||
controller.Motion.InitializeMotionTables = () => s.Manager.InitializeState();
|
||||
controller.Motion.CheckForCompletedMotions = s.Manager.CheckForCompletedMotions;
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
controller.Yaw = 0f;
|
||||
return controller;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -236,7 +236,7 @@ public class CellarUpTrajectoryReplayTests : IDisposable
|
|||
{
|
||||
var (engine, _) = BuildEngineWithCellarFixtures();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(InitialSphereWorld, CellarId);
|
||||
controller.SeedPlacementForTest(InitialSphereWorld, CellarId, InitialSphereWorld);
|
||||
|
||||
var settled = controller.Update(1f / 60f, new MovementInput());
|
||||
var basePos = settled.Position;
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
using System.Collections.Immutable;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
|
||||
|
|
@ -6,6 +7,23 @@ namespace AcDream.Core.Tests.Physics;
|
|||
/// <summary>
|
||||
/// Enter-world overlap conformance for retail
|
||||
/// <c>CTransition::find_placement_pos</c> (0x0050BA50).
|
||||
///
|
||||
/// <para>
|
||||
/// C5a (2026-08-05) re-point: the legacy <c>PhysicsEngine.ResolvePlacement</c>
|
||||
/// this test originally drove is deleted (zero production callers). Canonical
|
||||
/// <c>PhysicsEngine.SetPosition</c> reaches the SAME ring-search machinery —
|
||||
/// <c>SetPositionInternal</c> sets <c>InsertType.Placement</c> before calling
|
||||
/// <c>Transition.FindValidPosition</c>, which (for any non-<c>Transition</c>
|
||||
/// insert type) dispatches to <c>FindPlacementPosition</c>
|
||||
/// (<c>TransitionTypes.cs</c>), and THAT method calls this exact
|
||||
/// <c>FindPlacementPos</c> ring search after its initial-placement insert —
|
||||
/// so this is not a new code path, only a new entry point onto the one the
|
||||
/// legacy method used directly. Sphere shape is reconstructed as the
|
||||
/// two-sphere capsule the legacy scalar <c>(radius, height)</c> overload
|
||||
/// built internally (origin (0,0,radius) + (0,0,height-radius), both
|
||||
/// radius-sized), since canonical <c>SetPosition</c> takes a pre-built
|
||||
/// sphere list rather than a radius/height pair.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class InitialPlacementOverlapTests
|
||||
{
|
||||
|
|
@ -14,6 +32,7 @@ public sealed class InitialPlacementOverlapTests
|
|||
private const uint PlayerId = 0x50000001u;
|
||||
private const uint MonsterId = 0x50000002u;
|
||||
private const float Radius = 0.48f;
|
||||
private const float SphereHeight = 1.835f;
|
||||
|
||||
[Fact]
|
||||
public void PlayerReloggingInsideMonster_SearchesOutToNearestClearRing()
|
||||
|
|
@ -39,17 +58,30 @@ public sealed class InitialPlacementOverlapTests
|
|||
RegisterSphere(engine, MonsterId, monsterCenter,
|
||||
EntityCollisionFlags.IsCreature);
|
||||
|
||||
ResolveResult result = engine.ResolvePlacement(
|
||||
savedFeet,
|
||||
Cell,
|
||||
sphereRadius: Radius,
|
||||
sphereHeight: 1.835f,
|
||||
stepUpHeight: 0.4f,
|
||||
stepDownHeight: 0.4f,
|
||||
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
|
||||
movingEntityId: PlayerId);
|
||||
// The mover's own two-sphere capsule, matching the legacy scalar
|
||||
// InitPath(sphereRadius: 0.48, sphereHeight: 1.835) reconstruction:
|
||||
// a foot sphere at (0,0,radius) and a head sphere at
|
||||
// (0,0,height-radius), both radius-sized.
|
||||
ImmutableArray<FlatCollisionSphere> spheres = ImmutableArray.Create(
|
||||
new FlatCollisionSphere(new Vector3(0f, 0f, Radius), Radius),
|
||||
new FlatCollisionSphere(new Vector3(0f, 0f, SphereHeight - Radius), Radius));
|
||||
|
||||
Assert.True(result.Ok);
|
||||
PhysicsSetPositionResult result = engine.SetPosition(
|
||||
new PhysicsSetPositionRequest(
|
||||
Position: savedFeet,
|
||||
Orientation: Quaternion.Identity,
|
||||
CellId: Cell,
|
||||
CellLocalPosition: savedFeet,
|
||||
Spheres: spheres,
|
||||
Scale: 1f,
|
||||
StepUpHeight: 0.4f,
|
||||
StepDownHeight: 0.4f,
|
||||
MoverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
|
||||
MovingEntityId: PlayerId,
|
||||
Flags: PhysicsSetPositionFlags.Placement
|
||||
| PhysicsSetPositionFlags.Slide));
|
||||
|
||||
Assert.True(result.IsCommitted);
|
||||
Assert.True(result.InContact);
|
||||
Assert.True(result.OnWalkable);
|
||||
Assert.Equal(Cell, result.ContactPlaneCellId);
|
||||
|
|
|
|||
|
|
@ -9,32 +9,49 @@ using Xunit;
|
|||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// #133 (Bug A) — the validated-claim placement branch of
|
||||
/// <see cref="PhysicsEngine.Resolve"/> must return the VALIDATED claim's own
|
||||
/// full cell id, NOT <c>lbPrefix | (cellId & 0xFFFF)</c>.
|
||||
/// #133 (Bug A) — a validated dungeon claim's landblock prefix is
|
||||
/// AUTHORITATIVE; a candidate world position that also falls inside a
|
||||
/// neighbouring RESIDENT landblock's <c>[0,192)</c> local bounds must NOT
|
||||
/// re-stamp the claim with that neighbour's prefix.
|
||||
///
|
||||
/// <para>
|
||||
/// C5a (2026-08-05) re-point: the legacy <c>PhysicsEngine.Resolve</c> this
|
||||
/// test originally drove is deleted (zero production callers — every
|
||||
/// production placement writer reaches canonical
|
||||
/// <c>PhysicsEngine.SetPosition</c> through <c>RuntimeSetPositionState</c>).
|
||||
/// The defect this test pins lived entirely inside <c>Resolve</c>'s own
|
||||
/// <c>lbPrefix</c> resident-landblock scan (find a resident block whose
|
||||
/// <c>[0,192)</c> bounds contain the candidate XY, then stamp
|
||||
/// <c>lbPrefix | (cellId & 0xFFFF)</c> — the scan has no notion that
|
||||
/// the claim's OWN landblock can legitimately fail its own bounds test,
|
||||
/// which is exactly what a dungeon EnvCell's negative local Y does). The
|
||||
/// canonical <c>SetPosition</c>/<c>SetPositionInternal</c> pipeline has no
|
||||
/// equivalent lbPrefix scan: a validated claim (<c>AdjustSeedCell</c>
|
||||
/// confirms the seed cell contains the point) is committed with ITS OWN
|
||||
/// cell id, full stop — the defect class cannot recur there by
|
||||
/// construction. This test now proves that positively: drive the SAME
|
||||
/// geometry as the original #133 capture (dungeon claim
|
||||
/// <c>0x00070143</c> at dungeon-local <c>(70,-60,0.01)</c>, with a
|
||||
/// still-resident Holtburg neighbour block whose <c>[0,192)</c> bounds
|
||||
/// contain the same world XY) through canonical
|
||||
/// <c>PhysicsEngine.SetPosition</c> and assert the committed cell keeps
|
||||
/// the <c>0x0007</c> prefix.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// <c>lbPrefix</c> is found by scanning resident landblocks for one whose
|
||||
/// <c>[0,192)</c> local bounds contain the candidate XY. A dungeon EnvCell's
|
||||
/// local Y can be NEGATIVE relative to its own landblock (the live capture:
|
||||
/// server teleport to dungeon cell <c>0x00070143</c> at local <c>(70,-60,0.01)</c>).
|
||||
/// The dungeon landblock fails the <c>localY >= 0</c> bounds test, so the loop
|
||||
/// instead matches a still-resident NEIGHBOURING block (a Holtburg landblock
|
||||
/// whose world bounds happen to contain the same XY) and sets
|
||||
/// <c>lbPrefix = 0xA9B30000</c>. The old code then returned
|
||||
/// The dungeon landblock fails the <c>localY >= 0</c> bounds test, so the
|
||||
/// legacy scan instead matched a still-resident NEIGHBOURING block (a
|
||||
/// Holtburg landblock whose world bounds happen to contain the same XY) and
|
||||
/// set <c>lbPrefix = 0xA9B30000</c>. The old code then returned
|
||||
/// <c>0xA9B30000 | 0x0143 = 0xA9B30143</c>, re-stamping the validated dungeon
|
||||
/// claim with the wrong landblock — the client mis-resolved the player into
|
||||
/// Holtburg and spammed ACE with rejected moves
|
||||
/// (<c>movement pre-validation failed from 00070143 to A9B30143</c>).
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// The validated claim's prefix is authoritative; a position falling in a
|
||||
/// neighbouring resident landblock must not re-stamp it. This test reproduces
|
||||
/// the exact geometry of the capture (dungeon claim in landblock <c>0x0007</c>,
|
||||
/// candidate XY also inside resident Holtburg <c>0xA9B3</c>) and asserts the
|
||||
/// returned cell keeps its <c>0x0007</c> prefix.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public class Issue133DungeonTeleportPrefixTests
|
||||
{
|
||||
|
|
@ -53,13 +70,29 @@ public class Issue133DungeonTeleportPrefixTests
|
|||
{
|
||||
var engine = BuildEngine();
|
||||
|
||||
// Zero delta = the snap shape (teleport arrival). cellId is the dungeon
|
||||
// claim; the candidate XY also falls inside the resident Holtburg block.
|
||||
var result = engine.Resolve(SpawnPos, DungeonCellId, delta: Vector3.Zero, stepUpHeight: 0.5f);
|
||||
// Zero-delta teleport arrival — canonical SetPosition's placement
|
||||
// shape for a server-restored (cell, position) pair. The dungeon
|
||||
// claim is the seed cell; the candidate XY also falls inside the
|
||||
// resident Holtburg block's [0,192) bounds.
|
||||
PhysicsSetPositionResult result = engine.SetPosition(
|
||||
new PhysicsSetPositionRequest(
|
||||
Position: SpawnPos,
|
||||
Orientation: Quaternion.Identity,
|
||||
CellId: DungeonCellId,
|
||||
CellLocalPosition: SpawnPos,
|
||||
Spheres: default,
|
||||
Scale: 1f,
|
||||
StepUpHeight: 0.4f,
|
||||
StepDownHeight: 0.4f,
|
||||
Flags: PhysicsSetPositionFlags.Placement
|
||||
| PhysicsSetPositionFlags.Teleport
|
||||
| PhysicsSetPositionFlags.Slide));
|
||||
|
||||
Assert.True(result.IsOnGround);
|
||||
Assert.True(result.IsCommitted);
|
||||
// The validated claim's prefix is authoritative — high word stays 0x0007,
|
||||
// NOT re-stamped to the neighbouring Holtburg 0xA9B3.
|
||||
// NOT re-stamped to the neighbouring Holtburg 0xA9B3. Canonical
|
||||
// SetPosition has no lbPrefix scan to get this wrong in the first
|
||||
// place; this assertion is the positive proof of that.
|
||||
Assert.Equal(DungeonCellId, result.CellId);
|
||||
Assert.Equal(DungeonLandblock, result.CellId & 0xFFFF0000u);
|
||||
}
|
||||
|
|
@ -73,12 +106,13 @@ public class Issue133DungeonTeleportPrefixTests
|
|||
|
||||
// The dungeon cell: a Leaf CellBSP contains any point, so AdjustPosition
|
||||
// validates the claim (returns it with found=true). Its Resolved set has
|
||||
// one walkable floor polygon at z=0 under the spawn XY so the #111
|
||||
// validated-claim branch grounds onto it.
|
||||
// one walkable floor polygon at z=0 under the spawn XY so placement
|
||||
// grounds onto it.
|
||||
cache.RegisterCellStructForTest(DungeonCellId, MakeDungeonCell());
|
||||
|
||||
// Resident Holtburg block at world origin: its [0,192) bounds CONTAIN the
|
||||
// candidate XY (70,70). This is the block the lbPrefix loop wrongly matched.
|
||||
// candidate XY (70,70). This is the block the legacy lbPrefix loop wrongly
|
||||
// matched.
|
||||
engine.AddLandblock(
|
||||
landblockId: HoltburgLandblock,
|
||||
terrain: FlatTerrain(),
|
||||
|
|
@ -89,7 +123,7 @@ public class Issue133DungeonTeleportPrefixTests
|
|||
|
||||
// The dungeon's own landblock, offset so the candidate XY produces a
|
||||
// NEGATIVE dungeon-local Y (70 - 130 = -60) → it FAILS the [0,192) bounds
|
||||
// test, which is exactly why the old code fell through to the Holtburg
|
||||
// test, which is exactly why the legacy code fell through to the Holtburg
|
||||
// prefix. Registered so the scenario is faithful (a resident dungeon block
|
||||
// whose local bounds don't cover the EnvCell's negative-Y position).
|
||||
engine.AddLandblock(
|
||||
|
|
|
|||
|
|
@ -31,192 +31,6 @@ public class PhysicsEngineTests
|
|||
return engine;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Resolve_ZeroDeltaSnapTrace_IsExplicitlyOptIn()
|
||||
{
|
||||
var engine = new PhysicsEngine();
|
||||
var diagnostics = new List<string>();
|
||||
|
||||
Assert.Null(engine.DiagnosticLog);
|
||||
_ = engine.Resolve(
|
||||
Vector3.Zero,
|
||||
cellId: 0xA9B40001u,
|
||||
delta: Vector3.Zero,
|
||||
stepUpHeight: 0.5f);
|
||||
|
||||
engine.DiagnosticLog = diagnostics.Add;
|
||||
_ = engine.Resolve(
|
||||
Vector3.Zero,
|
||||
cellId: 0xA9B40001u,
|
||||
delta: Vector3.Zero,
|
||||
stepUpHeight: 0.5f);
|
||||
|
||||
Assert.Single(diagnostics);
|
||||
Assert.StartsWith(
|
||||
"[snap] claim=0xA9B40001",
|
||||
diagnostics[0],
|
||||
StringComparison.Ordinal);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Resolve_FlatTerrain_ZMatchesTerrain()
|
||||
{
|
||||
var engine = MakeFlatEngine(terrainZ: 50f);
|
||||
|
||||
var result = engine.Resolve(
|
||||
new Vector3(96f, 96f, 50f), cellId: 0x0001, delta: new Vector3(1f, 0f, 0f),
|
||||
stepUpHeight: 2f);
|
||||
|
||||
Assert.Equal(50f, result.Position.Z, precision: 1);
|
||||
Assert.True(result.IsOnGround);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Resolve_WalkUpSmallSlope_Accepted()
|
||||
{
|
||||
// Heights slope from 50 to 52 across X — small enough for step height.
|
||||
var heights = new byte[81];
|
||||
for (int x = 0; x < 9; x++)
|
||||
for (int y = 0; y < 9; y++)
|
||||
heights[x * 9 + y] = (byte)(50 + x / 4); // gentle slope
|
||||
|
||||
var engine = new PhysicsEngine();
|
||||
var terrain = new TerrainSurface(heights, LinearHeightTable());
|
||||
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
|
||||
worldOffsetX: 0f, worldOffsetY: 0f);
|
||||
|
||||
var result = engine.Resolve(
|
||||
new Vector3(48f, 96f, 50f), cellId: 0x0001, delta: new Vector3(48f, 0f, 0f),
|
||||
stepUpHeight: 5f);
|
||||
|
||||
Assert.True(result.IsOnGround);
|
||||
Assert.True(result.Position.Z >= 50f); // moved uphill
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Resolve_StepUpExceedsHeight_MovementBlocked()
|
||||
{
|
||||
// Heights jump sharply: left half = 50, right half = 100.
|
||||
var heights = new byte[81];
|
||||
for (int x = 0; x < 9; x++)
|
||||
for (int y = 0; y < 9; y++)
|
||||
heights[x * 9 + y] = (byte)(x < 5 ? 50 : 100);
|
||||
|
||||
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)
|
||||
|
|
|
|||
|
|
@ -402,9 +402,9 @@ public sealed class HeadlessSessionHostTests
|
|||
PlayerMovementController controller =
|
||||
Assert.IsType<PlayerMovementController>(
|
||||
runtime.MovementOwner.Controller);
|
||||
controller.SetPosition(
|
||||
controller.SeedPlacementForTest(
|
||||
new Vector3(48f, 49f, 50f),
|
||||
0xA9B40001u);
|
||||
0xA9B40001u, new Vector3(48f, 49f, 50f));
|
||||
projection.ProjectPosition(
|
||||
record,
|
||||
isLocalPlayer: true,
|
||||
|
|
@ -533,9 +533,9 @@ public sealed class HeadlessSessionHostTests
|
|||
PlayerMovementController controller =
|
||||
Assert.IsType<PlayerMovementController>(
|
||||
runtime.MovementOwner.Controller);
|
||||
controller.SetPosition(
|
||||
controller.SeedPlacementForTest(
|
||||
new Vector3(48f, 49f, 50f),
|
||||
0xA9B40001u);
|
||||
0xA9B40001u, new Vector3(48f, 49f, 50f));
|
||||
projection.ProjectPosition(
|
||||
record,
|
||||
isLocalPlayer: true,
|
||||
|
|
@ -727,9 +727,9 @@ public sealed class HeadlessSessionHostTests
|
|||
PlayerMovementController controller =
|
||||
Assert.IsType<PlayerMovementController>(
|
||||
runtime.MovementOwner.Controller);
|
||||
controller.SetPosition(
|
||||
controller.SeedPlacementForTest(
|
||||
new Vector3(48f, 49f, 50f),
|
||||
0xA9B40001u);
|
||||
0xA9B40001u, new Vector3(48f, 49f, 50f));
|
||||
projection.ProjectPosition(
|
||||
record,
|
||||
isLocalPlayer: true,
|
||||
|
|
@ -878,9 +878,9 @@ public sealed class HeadlessSessionHostTests
|
|||
Assert.IsType<PlayerMovementController>(
|
||||
runtime.MovementOwner.Controller);
|
||||
|
||||
controller.SetPosition(
|
||||
controller.SeedPlacementForTest(
|
||||
new Vector3(48f, 49f, 50f),
|
||||
0xA9B40001u);
|
||||
0xA9B40001u, new Vector3(48f, 49f, 50f));
|
||||
projection.ProjectPosition(
|
||||
record,
|
||||
isLocalPlayer: true,
|
||||
|
|
@ -1583,7 +1583,7 @@ public sealed class HeadlessSessionHostTests
|
|||
record.Snapshot,
|
||||
replaceGeneration: false));
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(
|
||||
controller.SeedPlacementForTest(
|
||||
new Vector3(96f, 97f, 50f),
|
||||
0xA9B40001u,
|
||||
new Vector3(96f, 97f, 50f));
|
||||
|
|
|
|||
|
|
@ -94,7 +94,7 @@ public sealed class LocalPlayerImmediatePositionTests
|
|||
worldOffsetX: 0f,
|
||||
worldOffsetY: 0f);
|
||||
var player = new PlayerMovementController(engine);
|
||||
player.SetPosition(
|
||||
player.SeedPlacementForTest(
|
||||
new Vector3(96f, 97f, 50f),
|
||||
0xA9B40001u,
|
||||
new Vector3(96f, 97f, 50f));
|
||||
|
|
|
|||
|
|
@ -442,7 +442,7 @@ public sealed class PlayerMouseLookMovementTests
|
|||
worldOffsetY: 0f);
|
||||
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001u);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001u, new Vector3(96f, 96f, 50f));
|
||||
return controller;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -53,7 +53,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
|
||||
var result = controller.Update(0.016f, new MovementInput());
|
||||
|
||||
|
|
@ -89,7 +89,7 @@ public class PlayerMovementControllerTests
|
|||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
var rest = new Vector3(96f, 96f, 50f);
|
||||
controller.SetPosition(rest, 0x0001);
|
||||
controller.SeedPlacementForTest(rest, 0x0001, rest);
|
||||
|
||||
// Settle one frame so the resolver establishes its rest state, then
|
||||
// capture the baseline the body must hold.
|
||||
|
|
@ -126,7 +126,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
controller.Yaw = 0f;
|
||||
|
||||
// Walk forward ~0.5 s, then release.
|
||||
|
|
@ -157,7 +157,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
controller.Yaw = 0f; // facing +X
|
||||
|
||||
// L.5 physics-tick gate (235de33, 2026-04-30): Update() integrates
|
||||
|
|
@ -181,7 +181,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
var start = new Vector3(96f, 96f, 50f);
|
||||
controller.SetPosition(start, 0x0001);
|
||||
controller.SeedPlacementForTest(start, 0x0001, start);
|
||||
controller.Yaw = 0f;
|
||||
controller.AttachAnimationRootMotionSource((_, _) => { });
|
||||
|
||||
|
|
@ -199,7 +199,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
var start = new Vector3(96f, 96f, 50f);
|
||||
controller.SetPosition(start, 0x0001);
|
||||
controller.SeedPlacementForTest(start, 0x0001, start);
|
||||
controller.Yaw = 0f;
|
||||
controller.ObjectScale = 2f;
|
||||
controller.AttachAnimationRootMotionSource((_, frame) =>
|
||||
|
|
@ -220,7 +220,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
var start = new Vector3(96f, 96f, 50f);
|
||||
controller.SetPosition(start, 0x0001);
|
||||
controller.SeedPlacementForTest(start, 0x0001, start);
|
||||
controller.Yaw = 0f;
|
||||
int advances = 0;
|
||||
controller.AttachAnimationRootMotionSource((_, frame) =>
|
||||
|
|
@ -247,7 +247,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
var start = new Vector3(96f, 96f, 50f);
|
||||
controller.SetPosition(start, 0x0001);
|
||||
controller.SeedPlacementForTest(start, 0x0001, start);
|
||||
controller.Yaw = 0f; // body local +Y faces world +X
|
||||
controller.AttachAnimationRootMotionSource((_, frame) =>
|
||||
{
|
||||
|
|
@ -273,7 +273,7 @@ public class PlayerMovementControllerTests
|
|||
public void Update_AttachedAnimationFrame_PreservesCompleteNonCommutingOrientation()
|
||||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
Quaternion initial = Quaternion.CreateFromAxisAngle(Vector3.UnitX, 1.1f);
|
||||
Quaternion delta = Quaternion.CreateFromAxisAngle(Vector3.UnitY, -0.9f);
|
||||
controller.SetBodyOrientation(initial);
|
||||
|
|
@ -297,7 +297,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
var start = new Vector3(96f, 96f, 50f);
|
||||
controller.SetPosition(start, 0x0001);
|
||||
controller.SeedPlacementForTest(start, 0x0001, start);
|
||||
controller.Yaw = 0f;
|
||||
int sample = 0;
|
||||
controller.AttachAnimationRootMotionSource((_, frame) =>
|
||||
|
|
@ -331,7 +331,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
var start = new Vector3(96f, 96f, 50f);
|
||||
controller.SetPosition(start, 0x0001);
|
||||
controller.SeedPlacementForTest(start, 0x0001, start);
|
||||
int advances = 0;
|
||||
controller.AttachAnimationRootMotionSource((_, frame) =>
|
||||
{
|
||||
|
|
@ -356,8 +356,8 @@ public class PlayerMovementControllerTests
|
|||
var combined = new PlayerMovementController(MakeFlatEngine());
|
||||
var split = new PlayerMovementController(MakeFlatEngine());
|
||||
var start = new Vector3(96f, 96f, 50f);
|
||||
combined.SetPosition(start, 0x0001);
|
||||
split.SetPosition(start, 0x0001);
|
||||
combined.SeedPlacementForTest(start, 0x0001, start);
|
||||
split.SeedPlacementForTest(start, 0x0001, start);
|
||||
int combinedHooks = 0;
|
||||
int splitHooks = 0;
|
||||
|
||||
|
|
@ -391,7 +391,7 @@ public class PlayerMovementControllerTests
|
|||
public void TickHidden_DoesNotAdvancePartArrayButStillProcessesHooks()
|
||||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
int advances = 0;
|
||||
int hookPasses = 0;
|
||||
controller.AttachAnimationRootMotionSource(
|
||||
|
|
@ -412,7 +412,7 @@ public class PlayerMovementControllerTests
|
|||
public void InvalidElapsed_VisibleFrameIsPurePresentationRead()
|
||||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
float initialTime = controller.SimTimeSeconds;
|
||||
float initialYaw = controller.Yaw;
|
||||
Vector3 initialPosition = controller.Position;
|
||||
|
|
@ -452,7 +452,7 @@ public class PlayerMovementControllerTests
|
|||
public void InvalidElapsed_HiddenFrameDoesNotAdvanceClockOrManagerTail()
|
||||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
float initialTime = controller.SimTimeSeconds;
|
||||
int targetPasses = 0;
|
||||
|
||||
|
|
@ -475,7 +475,7 @@ public class PlayerMovementControllerTests
|
|||
public void Update_AirbornePartArrayFrame_SuppressesOriginButPreservesOrientation()
|
||||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
controller.Update(1f, new MovementInput(Jump: true));
|
||||
|
||||
Vector3 beforeRelease = controller.Position;
|
||||
|
|
@ -506,7 +506,7 @@ public class PlayerMovementControllerTests
|
|||
public void Update_AttachedAnimationTurn_IsNotAppliedByASecondYawIntegrator()
|
||||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
controller.Yaw = 0f;
|
||||
controller.AttachAnimationRootMotionSource((dt, frame) =>
|
||||
{
|
||||
|
|
@ -531,7 +531,7 @@ public class PlayerMovementControllerTests
|
|||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
var start = new Vector3(96f, 96f, 50f);
|
||||
controller.SetPosition(start, 0x0001);
|
||||
controller.SeedPlacementForTest(start, 0x0001, start);
|
||||
controller.Yaw = 0f;
|
||||
|
||||
var firstTick = controller.Update(ObjectTick, new MovementInput(Forward: true));
|
||||
|
|
@ -554,14 +554,14 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
controller.Yaw = 0f;
|
||||
|
||||
controller.Update(ObjectTick, new MovementInput(Forward: true));
|
||||
controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput(Forward: true));
|
||||
|
||||
var snapped = new Vector3(120f, 80f, 50f);
|
||||
controller.SetPosition(snapped, 0x0001);
|
||||
controller.SeedPlacementForTest(snapped, 0x0001, snapped);
|
||||
var result = controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput());
|
||||
|
||||
Assert.Equal(snapped, result.Position);
|
||||
|
|
@ -572,7 +572,7 @@ public class PlayerMovementControllerTests
|
|||
public void CommitCanonicalForcePositionFrame_ReconcilesPoseWithoutStoppingActiveMotion()
|
||||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
controller.Yaw = 0f;
|
||||
controller.Update(ObjectTick, new MovementInput(Forward: true));
|
||||
Vector3 velocity = controller.BodyVelocity;
|
||||
|
|
@ -616,7 +616,7 @@ public class PlayerMovementControllerTests
|
|||
var world = new Vector3(12f, 12f, 50f);
|
||||
var wireLocal = new Vector3(12f, 12f, 50f);
|
||||
|
||||
controller.SetPosition(world, 0xA9B40031u, wireLocal);
|
||||
controller.SeedPlacementForTest(world, 0xA9B40031u, wireLocal);
|
||||
|
||||
Assert.Equal(0xA9B40001u, controller.CellId);
|
||||
Assert.Equal(controller.CellId, controller.CellPosition.ObjCellId);
|
||||
|
|
@ -628,7 +628,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
controller.Yaw = 0f;
|
||||
int animationAdvances = 0;
|
||||
int hookPasses = 0;
|
||||
|
|
@ -656,7 +656,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
controller.Yaw = 0f;
|
||||
|
||||
var result = controller.Update(
|
||||
|
|
@ -680,14 +680,14 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
controller.Yaw = 0f;
|
||||
|
||||
var walkInput = new MovementInput { Forward = true };
|
||||
var walkResult = controller.Update(1.0f, walkInput);
|
||||
float walkDist = walkResult.Position.X - 96f;
|
||||
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
|
||||
var runInput = new MovementInput { Forward = true, Run = true };
|
||||
var runResult = controller.Update(1.0f, runInput);
|
||||
|
|
@ -701,7 +701,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
float initialYaw = controller.Yaw;
|
||||
|
||||
var input = new MovementInput { TurnRight = true };
|
||||
|
|
@ -715,7 +715,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
|
||||
// First frame: idle (no input).
|
||||
controller.Update(0.016f, new MovementInput());
|
||||
|
|
@ -732,7 +732,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
|
||||
// Charged jump: hold for a full charge (1s dt), then release to fire.
|
||||
// A full charge gives enough Vz that the player clears the 0.05-unit
|
||||
|
|
@ -749,7 +749,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
|
||||
Assert.True(controller.CanSendPositionEvent);
|
||||
|
||||
|
|
@ -765,7 +765,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
|
||||
Assert.Equal(default, controller.JumpCharge);
|
||||
|
||||
|
|
@ -783,7 +783,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
|
||||
// Charged jump: hold for a full charge, then release.
|
||||
controller.Update(1.0f, new MovementInput(Jump: true)); // full charge
|
||||
|
|
@ -829,7 +829,7 @@ public class PlayerMovementControllerTests
|
|||
// One step at walk speed will cross into the low region where terrain drops
|
||||
// ~28 units — more than StepUpHeight=5, triggering the ledge-fall.
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(118f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(118f, 96f, 50f), 0x0001, new Vector3(118f, 96f, 50f));
|
||||
controller.Yaw = 0f; // facing +X
|
||||
|
||||
// Single step — should trigger airborne state because terrain drops sharply.
|
||||
|
|
@ -915,7 +915,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var (controller, _) = MakeControllerWithHost();
|
||||
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); // low16 < 0x0100 -> outdoor
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f)); // low16 < 0x0100 -> outdoor
|
||||
|
||||
ConstraintManager cm = controller.PositionManager!.Constraint!;
|
||||
Assert.True(cm.IsConstrained);
|
||||
|
|
@ -935,9 +935,9 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var (controller, _) = MakeControllerWithHost();
|
||||
|
||||
controller.SetPosition(
|
||||
controller.SeedPlacementForTest(
|
||||
new Vector3(10f, 10f, 5f),
|
||||
0x01000105u); // low16 = 0x0105 >= 0x0100 -> indoor (verbatim, no outdoor canonicalization)
|
||||
0x01000105u, new Vector3(10f, 10f, 5f)); // low16 = 0x0105 >= 0x0100 -> indoor (verbatim, no outdoor canonicalization)
|
||||
|
||||
ConstraintManager cm = controller.PositionManager!.Constraint!;
|
||||
Assert.Equal(5.0f, cm.ConstraintDistanceStart);
|
||||
|
|
@ -948,7 +948,7 @@ public class PlayerMovementControllerTests
|
|||
public void SetPosition_Teleport_TearsDownAndRearmsAPreviouslyFullyConstrainedLeash()
|
||||
{
|
||||
var (controller, _) = MakeControllerWithHost();
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
ConstraintManager cm = controller.PositionManager!.Constraint!;
|
||||
|
||||
// Synthetically over-strain the leash with a tight band (production
|
||||
|
|
@ -958,7 +958,7 @@ public class PlayerMovementControllerTests
|
|||
cm.AdjustOffset(new MotionDeltaFrame { Origin = new Vector3(5f, 0f, 0f) }, quantum: 0.1);
|
||||
Assert.True(controller.PositionManager.IsFullyConstrained());
|
||||
|
||||
controller.SetPosition(new Vector3(150f, 150f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(150f, 150f, 50f), 0x0001, new Vector3(150f, 150f, 50f));
|
||||
|
||||
// retail teleport_hook's UnConstrain, followed by the fresh re-arm at
|
||||
// the new position, clears the stale over-strained state.
|
||||
|
|
@ -971,7 +971,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var (controller, _) = MakeControllerWithHost();
|
||||
var initial = new Vector3(96f, 96f, 50f);
|
||||
controller.SetPosition(initial, 0x0001);
|
||||
controller.SeedPlacementForTest(initial, 0x0001, initial);
|
||||
controller.Update(ObjectTick, new MovementInput(Forward: true));
|
||||
Vector3 velocityBeforeCommit = controller.BodyVelocity;
|
||||
Assert.NotEqual(Vector3.Zero, velocityBeforeCommit); // sanity: actually moving
|
||||
|
|
@ -1002,7 +1002,7 @@ public class PlayerMovementControllerTests
|
|||
public void Update_ConstraintArmedInBand_TapersALargeRootMotionOffsetOnTheSecondTick()
|
||||
{
|
||||
var (controller, _) = MakeControllerWithHost();
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
ConstraintManager cm = controller.PositionManager!.Constraint!;
|
||||
cm.ConstrainTo(controller.CellPosition, startDistance: 1f, maxDistance: 10f);
|
||||
|
||||
|
|
@ -1034,7 +1034,7 @@ public class PlayerMovementControllerTests
|
|||
public void Update_ConstraintOverstrained_PushesIsFullyConstrainedOntoBodyAndBlocksJump()
|
||||
{
|
||||
var (controller, _) = MakeControllerWithHost();
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
ConstraintManager cm = controller.PositionManager!.Constraint!;
|
||||
cm.ConstrainTo(controller.CellPosition, startDistance: 1f, maxDistance: 2f);
|
||||
|
||||
|
|
@ -1069,7 +1069,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
var start = new Vector3(96f, 96f, 50f);
|
||||
controller.SetPosition(start, 0x0001);
|
||||
controller.SeedPlacementForTest(start, 0x0001, start);
|
||||
controller.Yaw = 0f;
|
||||
// Fixed per-tick local-forward delta, matching
|
||||
// Update_AttachedAnimationRootDelta_DrivesGroundedBodyAtObjectScale's
|
||||
|
|
@ -1145,7 +1145,7 @@ public class PlayerMovementControllerTests
|
|||
default));
|
||||
Assert.Throws<InvalidOperationException>(() => candidate.TickHidden(
|
||||
1f / 60f));
|
||||
Assert.Throws<InvalidOperationException>(() => candidate.SetPosition(
|
||||
Assert.Throws<InvalidOperationException>(() => candidate.SeedPlacementForTest(
|
||||
Vector3.One,
|
||||
0xA9B40021u,
|
||||
Vector3.One));
|
||||
|
|
@ -1155,7 +1155,12 @@ public class PlayerMovementControllerTests
|
|||
candidate.CaptureMovementResult(mouseLookEvent: false));
|
||||
Assert.Throws<InvalidOperationException>(() =>
|
||||
candidate.NoteMovementSent(1f));
|
||||
Assert.Throws<InvalidOperationException>(candidate.CommitPreparedPosition);
|
||||
// C5a (2026-08-05): CommitPreparedPosition is deleted (zero production
|
||||
// callers); ArmConstraintLeashAtCommittedPlacement is its production
|
||||
// replacement and carries the SAME EnsurePublishedForRuntimeOperation
|
||||
// guard at its own entry, so this re-points rather than drops.
|
||||
Assert.Throws<InvalidOperationException>(
|
||||
candidate.ArmConstraintLeashAtCommittedPlacement);
|
||||
Assert.Throws<InvalidOperationException>(() =>
|
||||
candidate.ApplyPhysicsState(PhysicsStateFlags.Frozen));
|
||||
Assert.Throws<InvalidOperationException>(() => candidate.LocalEntityId = 2u);
|
||||
|
|
@ -1194,7 +1199,7 @@ public class PlayerMovementControllerTests
|
|||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||||
controller.Yaw = 0f;
|
||||
controller.Motion.DefaultSink = new FakeAnimationDispatchSink();
|
||||
// No root-motion displacement contributed -- isolates the residual
|
||||
|
|
|
|||
|
|
@ -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));
|
||||
|
|
|
|||
|
|
@ -13,7 +13,7 @@ public sealed class RuntimeLocalPlayerMovementStateTests
|
|||
{
|
||||
LocalEntityId = 0x50000001u,
|
||||
};
|
||||
controller.SetPosition(
|
||||
controller.SeedPlacementForTest(
|
||||
new Vector3(11f, 12f, 13f),
|
||||
0xA9B40001u,
|
||||
new Vector3(11f, 12f, 13f));
|
||||
|
|
@ -140,8 +140,8 @@ public sealed class RuntimeLocalPlayerMovementStateTests
|
|||
second.Controller = secondController;
|
||||
|
||||
first.Execute(RuntimeMovementCommand.ToggleRunLock);
|
||||
firstController.SetPosition(Vector3.One, 0xA9B40001u, Vector3.One);
|
||||
secondController.SetPosition(
|
||||
firstController.SeedPlacementForTest(Vector3.One, 0xA9B40001u, Vector3.One);
|
||||
secondController.SeedPlacementForTest(
|
||||
new Vector3(2f),
|
||||
0xA9B50001u,
|
||||
new Vector3(2f));
|
||||
|
|
|
|||
|
|
@ -2970,7 +2970,7 @@ public sealed class RuntimeLocalPlayerPhysicsPublicationStateTests
|
|||
1f / 60f));
|
||||
Assert.Throws<InvalidOperationException>(() =>
|
||||
controller.SuspendObjectUpdate(1f / 60f));
|
||||
Assert.Throws<InvalidOperationException>(() => controller.SetPosition(
|
||||
Assert.Throws<InvalidOperationException>(() => controller.SeedPlacementForTest(
|
||||
Vector3.One,
|
||||
Cell,
|
||||
Vector3.One));
|
||||
|
|
@ -3003,8 +3003,12 @@ public sealed class RuntimeLocalPlayerPhysicsPublicationStateTests
|
|||
controller.PrepareForAttackRequest());
|
||||
Assert.Throws<InvalidOperationException>(() =>
|
||||
controller.RequestPosture(MotionCommand.Ready));
|
||||
// C5a (2026-08-05): CommitPreparedPosition is deleted (zero production
|
||||
// callers); ArmConstraintLeashAtCommittedPlacement is its production
|
||||
// replacement and carries the SAME EnsurePublishedForRuntimeOperation
|
||||
// guard at its own entry, so this re-points rather than drops.
|
||||
Assert.Throws<InvalidOperationException>(() =>
|
||||
controller.CommitPreparedPosition());
|
||||
controller.ArmConstraintLeashAtCommittedPlacement());
|
||||
Assert.Throws<InvalidOperationException>(() =>
|
||||
controller.PreparePositionForCommit(Vector3.One, Cell, Vector3.One));
|
||||
Assert.Throws<InvalidOperationException>(() =>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue