refactor(world): extract live projection mechanics

Move appearance rebinding, collision construction, default-pose resolution, local shadow ownership, and exact leave-world presentation into focused owners. Preserve retail parent ordering with staged validation, committed recovery, recursive attached-subtree withdrawal, and retryable exact teardown across parent, pickup, position, unwield, and pose-loss edges.

Co-Authored-By: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-21 16:17:03 +02:00
parent c87bac31a0
commit 69a2ca0c6d
26 changed files with 4172 additions and 430 deletions

View file

@ -132,7 +132,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-19 | `PortalSideEpsilon` 0.01 (≈1 cm) instead of retail F_EPSILON ≈ 0.0002 — a documented render-root-lag tolerance, NOT a retail constant. DO-NOT-RETRY: T2 (BR-4) tried the retail value; CornerFloodReplay refuted it | `src/AcDream.App/Rendering/PortalVisibilityBuilder.cs:49` | Retail's tight epsilon only works with eye-exact swept curr_cell tracking; our viewer cell lags the eye by up to ~1 cm at pressed corners. Tighten after the #108-membership family + cdstW near-clip pin land | A 1 cm misclassification band at portal planes can flood or cull a portal the eye hasn't crossed — one-frame leaks / grey flashes at knife-edge doorway/corner positions | F_EPSILON @0x007c8c70; `PView::InitCell` 0x005a4b70 |
| AP-20 | Sub-pixel view-polygon vertex merge fixed at 1080p-reference NDC units (2/1080); retail merges at ~1 actual screen pixel | `src/AcDream.App/Rendering/PortalProjection.cs:179` | Unit approximation whose coarseness only strengthens convergence — the merge is the flood's fixpoint floor (replaced MaxReprocessPerCell=16) | At 4K+ a legitimately visible 12 px sliver aperture collapses to degenerate and rejects — a thin/distant doorway stops admitting its flood slightly earlier than retail | `Render::copy_view` 0x0054dfc0 |
| AP-21 | Entity translucency retains the invented α<0.05 fragment discard. World GfxObj/Setup instances now apply their DAT AlphaBlend/Additive/InvAlpha factors through the retail shared alpha queue, but sealed off-screen WbDrawDispatcher consumers (paperdoll/UI Studio) retain the old immediate normal-alpha pass for all three kinds | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag`; `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` (`DrawDeferredAlphaBatch` versus immediate Phase 8) | World presentation needed exact per-surface blend for spell/particle density and translucent-object intersections. Off-screen object previews are isolated render targets and have not shown an authored additive entity surface that justifies splitting their compact immediate pass | A faint world fringe below 5% alpha is discarded; a hypothetical additive/inverse-alpha paperdoll or UI Studio entity composites darker than retail inside that private viewport | `D3DPolyRender::SetSurface`; `D3DPolyRender::RenderMeshSubset`; SurfaceType.Additive D3DBLEND_ONE |
| AP-22 | Invented `setup.Radius` cylinder (height = Height or Radius×2) for shapeless live entities; shape + height formula not from the retail shape walk | `src/AcDream.App/Rendering/GameWindow.cs:3250` | ShadowShapeBuilder (faithful walk) only emits CylSphere/Sphere/Part-BSP; the legacy cylinder preserves prior behavior so rare decorative props don't lose collision | Those props collide with an invented footprint (especially the Radius×2 height guess) — slides/blocks at non-retail distances | `find_obj_collisions``CPartArray::FindObjCollisions` pc:286236 |
| AP-22 | Invented `setup.Radius` cylinder (height = Height or Radius×2) for shapeless live entities; shape + height formula not from the retail shape walk | `src/AcDream.App/Physics/LiveEntityCollisionBuilder.cs`; `src/AcDream.Core/Physics/ShadowShapeBuilder.cs` | ShadowShapeBuilder (faithful walk) only emits CylSphere/Sphere/Part-BSP; the legacy cylinder preserves prior behavior so rare decorative props don't lose collision | Those props collide with an invented footprint (especially the Radius×2 height guess) — slides/blocks at non-retail distances | `find_obj_collisions``CPartArray::FindObjCollisions` pc:286236 |
| AP-23 | Invented per-type use-radius heuristic (3 m creatures / 2 m doors-lifestones-portals-corpses / 0.6 m rest) for close-range gating + the speculative local TurnToObject/MoveToObject install through the player's MoveToManager (R4-V5; retail's client use flow issues the same manager calls, §9a/§9b). **R5-V3 narrowed it: the speculative install now threads the target's REAL setup radius/height (`GetSetupCylinder`, same as the wire mt-6 route) and the player's own radius is real — only the use-radius BUCKETS remain invented** (retail reads the object's UseRadius property) | `src/AcDream.App/Interaction/WorldSelectionQuery.cs` (`TryGetApproach`/`GetUseRadius`); `src/AcDream.App/Interaction/PlayerInteractionMovementSink.cs` (`BeginApproach`) | ACE broadcasts nothing actionable on the close branch (WithinUseRadius shortcut); the true radius arrives only on the far MoveToObject branch — a local stand-in is required | A target whose real UseRadius differs from the bucket misjudges the gate — Use/PickUp deferred for a completion that never comes, or fires early into a server "too far" | ACE Player_Move.cs:66; wire MoveToObject (type 6) carries the true radius; `CPhysicsObj::TurnToObject/MoveToObject` callers §9a/§9b |
| ~~AP-24~~ | **RETIRED 2026-07-11** — matching v11.4186 x86 disassembly recovered `ATTACK_POWERUP_TIME=1.0` seconds and `DUAL_WIELD_POWERUP_TIME=0.8` seconds from the operands loaded by `GetPowerBarLevel`; jump and combat now share those constants. | `src/AcDream.Core/Combat/CombatModel.cs`; `src/AcDream.App/Input/PlayerMovementController.cs`; `src/AcDream.App/Combat/CombatAttackController.cs` | — | — | `ClientCombatSystem::GetPowerBarLevel @ 0x0056ADE0`; static data `0x007CEFC8/0x007CEFD0` |
| AP-25 | Run/Jump skill pushed to movement = attributeBonus + Init + Ranks — no augmentations, multipliers, or vitae | `src/AcDream.Core.Net/GameEventWiring.cs:346` | Closest to ACE's CreatureSkill.Current short of porting the full Aug/Multiplier/Vitae chain (K-fix7/13) | A character with augs or post-death vitae predicts wrong local run speed / jump arc — dying would NOT slow the local player though the server moves them slower: drift + snap-back | ACE CreatureSkill.Current; ACE Skill.cs (Jump=22, Run=24) |
@ -184,7 +184,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-81 | **Remote-DR VectorUpdate adds airborne/contact state beyond retail and toggles gravity via the Gravity STATE bit**: the handler writes velocity/omega, then may set Airborne, set `Body.State \|= Gravity`, clear contact, and call `LeaveGround`; both landing blocks clear Gravity after `HitGround()`. Retail `DoVectorUpdate` only writes velocity and omega, keeps GRAVITY set for the object's whole life, and gates gravity ACCELERATION on the Contact transient (`calc_acceleration`) (pre-existing K-fix9/K-fix15 mechanism, row added during #161 — which also fixed the ordering so `Motion.HitGround()`'s verbatim `state&0x400` gate runs BEFORE the clear). | `src/AcDream.App/Rendering/GameWindow.cs` (VectorUpdate jump handler + the two landing blocks), moving to `LiveEntityNetworkUpdateController` in Slice 4 | The extra branch makes an inbound nonzero vertical velocity start the current remote airborne integration even without the complete retail contact-gated acceleration chain; the flag dance delivers gravity only while airborne and the #161 ordering fix keeps the retail HitGround contract satisfied. Slice 4 isolates it rather than changing accepted remote motion during extraction. | A VectorUpdate sent while contact state should remain authoritative can make the remote leave ground earlier than retail; any new call into `Motion.HitGround`/`LeaveGround` placed after the clear silently no-ops on the gravity gate; grounded remotes carry a non-retail state word. | `SmartBox::DoVectorUpdate @ 0x004521C0`; `CPhysicsObj::calc_acceleration`; `set_on_walkable @ 0x00511310`; retire when the complete contact-gated acceleration path owns remote motion. |
| AP-82 | **StickyManager deep-overlap back-off sign pin**: when the stick-gap overlap exceeds one tick's step (`speed×quantum < \|dist\|`, `dist < 0`), acdream applies `delta = (speed×quantum)` (rate-limited back-off); ACE's literal port keeps `+delta` there — a runaway that steers INTO the target with equilibrium at centers-coincident. The BN mush (0x00555554-0x00555597) is unreadable on exactly this compare; the pin is refuted-by-evidence against ACE-literal: #171 gate-3 probe showed 1661 deep-overlap ticks all steering inward (monsters converged to centerDist≈0 — "monster inside the player") while retail side-by-side on the same ACE shows separation. ACE servers essentially never reach the branch (quantum ≥1/30 → threshold ~1 m; render-rate quanta → ~0.13 m) | `src/AcDream.Core/Physics/Motion/StickyManager.cs` (`AdjustOffset` delta clamp; conformance `StickyManagerTests.AdjustOffset_DeepOverlap_BacksOff_RateLimited`) | Minimal interpretation consistent with the mush structure AND observed retail; identical to ACE-literal in every shallow/outside case | If retail's true deep-overlap behavior differs (e.g. no movement at all), our back-off rate diverges in that rare state; verify via cdb `StickyManager::adjust_offset` trace with a forced overlap when convenient | `StickyManager::adjust_offset` 0x00555430 (x87 mush); ACE StickyManager.cs:117-121 (the literal branch this pin overrides) |
| AP-85 | **Point-light pool = single 128-cap player-nearest list, optionally FILTERED by LAST FRAME's rendered visible-cell set, vs retail's dual pools (7 dynamic + 40 static, degrade-scaled) collected from a DBObj-load/flush-bounded resident registry** (A7.L1, 2026-07-09 — third revision, Town Network starvation fix #79/#93/#176/#177): retail's `CEnvCell::visible_cell_table` (`add_visible_cell` 0x0052de40) is populated ON DEMAND as cells are approached/seen (`DBObj::Get`-loads) and pruned by `flush_cells` — so a real dungeon's per-frame candidate set stays small (naturally proximity-bounded) even though the collection walk itself (`add_dynamic_lights` 0x0052d410) is "the whole resident table, not a re-flood." acdream's `_all` list instead registers at LANDBLOCK-granularity load/unload (a whole single-landblock dungeon streams as ONE unit), so for the Town Network (463 registered fixtures, one landblock) `_all` is effectively "everything ever loaded in this dungeon," not a proximity-bounded set — wide enough that the player-nearest-128 cap alone let a straight-line-closer-but-wall-disconnected corridor's fixtures out-rank the player's own room, starving it. Fix: `BuildPointLightSnapshot(playerWorldPos, visibleCells)` takes an optional candidacy FILTER — a light joins the pool iff `CellId==0` (cell-less, always in) or `visibleCells.Contains(CellId)` — narrowing candidates to the frame's actual visible cells BEFORE the existing dynamics-first player-nearest cap runs; `GameWindow` feeds LAST FRAME's already-rendered `RetailPViewFrameResult.DrawableCells` (one frame / ~16 ms latency, chosen specifically to avoid re-threading a mid-`DrawInside` callback — the exact mechanism, `c500912b`, that caused the #176 seam-floor flicker regression when it re-flooded an independent CAMERA-seeded set mid-frame). The distance-sort anchor stays the PLAYER (unchanged from the prior revision) — only candidacy narrows. Remaining deviation: this is a RENDER-visibility approximation of retail's true on-demand-load/flush RESIDENCY bound, with one frame of latency, not a port of the DBObj-load/flush mechanism itself; and the pool is still ONE 128-cap list vs retail's separate 7-dynamic/40-static degrade-scaled pools | `src/AcDream.Core/Lighting/LightManager.cs` (`BuildPointLightSnapshot`, `MaxGlobalLights`); `src/AcDream.App/Rendering/GameWindow.cs` (`_lightPoolVisibleCells`/`_lightPoolVisibleCellsValid`); pins `PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant`, `PointSnapshot_OverCap_DynamicsNeverEvictedByNearerStatics`, `PointSnapshot_ResidentCollection_CellTagDoesNotFilter`, `BuildPointLightSnapshot_VisibleCellScoping_RoomLightsSurviveOverEuclideanCloserInvisibleCell`, `BuildPointLightSnapshot_VisibleCellScoping_CellLessLightAlwaysIncluded` | The render already computes a visible-cell set every frame for drawing (single source of truth, no duplicate flood) — reusing it as a candidacy filter approximates retail's proximity-bounded residency without porting DBObj on-demand load/flush; one-frame latency is imperceptible at normal camera speeds and structurally differs from the reverted mechanism (no independent re-flood mid-frame) | On a portal crossing, the FIRST indoor frame after re-entry (or after any outdoor-only frame) is unscoped (fail-open) — one frame may show slightly wider pool composition than steady-state; a room with >7 resident dynamics still shows them all (retail trims to 7 player-nearest) — slightly purpler wedge than retail; adopt the dual pools + degrade caps + true DBObj-bounded residency in later A7-arc work | `insert_light` 0x0054d1b0 (player-sorted, capped); `add_visible_cell` 0x0052de40 (on-demand-load resident registry + flush); `add_dynamic_lights` 0x0052d410 (whole-table walk); caller 0x00452d30; `calc_point_light` 0x0059c8b0 (static 1/d³ curve — A7 fix #2) |
| AP-84 | **BSP shadow-shape part poses = motion-table default-state frame snapshot at registration, not retail's live CPhysicsPart pose** (#175): server entities with a wire MotionTableId register their BSP part shapes at the default style's first-cycle LowFrame pose (the closed pose for doors — `GameWindow.MotionTableDefaultPose`); retail collision reads each part's CURRENT pose every test. Equivalent for the door lifecycle (closed = default pose; open = ETHEREAL bypasses collision entirely, #150) and for idle statics | `src/AcDream.App/Rendering/GameWindow.cs` (`MotionTableDefaultPose` + the RegisterServerEntityCollision override); `src/AcDream.Core/Physics/ShadowShapeBuilder.cs` (`partPoseOverride`) | Registration is one-shot in acdream (retail re-poses parts per frame); the default-state pose is the correct idle pose and the only non-ethereal pose doors ever collide in | An entity whose server-driven motion state materially MOVES a BSP-bearing part while NON-ethereal would collide at the stale default pose (no known case — doors are the dominant BSP-part weenies); revisit if animated non-ethereal BSP movers appear | `CPhysicsPart` live pose (see #150 notes); motion-table default state = CPartArray init; ShadowShapeBuilder placement-frame fallback for table-less entities |
| AP-84 | **BSP shadow-shape part poses = motion-table default-state frame snapshot at registration, not retail's live CPhysicsPart pose** (#175): server entities with a wire MotionTableId register their BSP part shapes at the default style's first-cycle LowFrame pose through `LiveEntityDefaultPoseResolver`; retail collision reads each part's CURRENT pose every test. Equivalent for the door lifecycle (closed = default pose; open = ETHEREAL bypasses collision entirely, #150) and for idle statics | `src/AcDream.App/Physics/LiveEntityDefaultPoseResolver.cs`; `src/AcDream.App/Physics/LiveEntityCollisionBuilder.cs`; `src/AcDream.Core/Physics/ShadowShapeBuilder.cs` (`partPoseOverride`) | Registration is one-shot in acdream (retail re-poses parts per frame); the default-state pose is the correct idle pose and the only non-ethereal pose doors ever collide in | An entity whose server-driven motion state materially MOVES a BSP-bearing part while NON-ethereal would collide at the stale default pose (no known case — doors are the dominant BSP-part weenies); revisit if animated non-ethereal BSP movers appear | `CPhysicsPart` live pose (see #150 notes); motion-table default state = CPartArray init; ShadowShapeBuilder placement-frame fallback for table-less entities |
| AP-83 | **CylCollideWithPoint PerfectClip TOI sub-branches decoded via ACE, not the binary**: the CCylSphere family port (2026-07-05, retires AP-6) reads `collide_with_point`'s PerfectClip time-of-impact math (0x0053adb6+) from ACE `CylSphere.CollideWithPoint` because the BN x87 mush is unreadable there; two ACE-verbatim quirks ported as-is (`movement.Z + radius` in the not-definite ascending case; `GlobalCurrCenter[0]` used even for head-sphere hits — the latter matches the raw decomp read). No current mover sets PerfectClip: players never do, and shipped ordinary missiles add PathClipped only. The non-PerfectClip path — SetCollisionNormal + Collided — is decomp-verified. Separately, the grounded head-sphere slide passes the HEAD disp per retail 0x0053b843 where ACE passes the foot disp — retail wins (ACE bug, not copied) | `src/AcDream.Core/Physics/TransitionTypes.cs` (`CylCollideWithPoint`; pseudocode doc `docs/research/2026-07-05-ccylsphere-collision-family-pseudocode.md` §7-8) | The load-bearing paths (non-PerfectClip Collided; the family's step-up/step-down/land) are decomp-verified; the TOI tail remains dormant unless a future mover explicitly enables PerfectClip | If a future mover explicitly enables PerfectClip, the two ACE quirks may diverge from retail — clip-through or wrong deflection on cylinder targets; re-decompile 0x0053acb0 in Ghidra before shipping that mover | `CCylSphere::collide_with_point` 0x0053acb0 (pc:324173, x87 mush from 0x0053adb6); ACE CylSphere.cs `CollideWithPoint` |
| AP-91 | **CSphere `collide_with_point` PerfectClip TOI decoded via ACE, not the binary**: the CSphere family port reads the unreadable x87 tail from ACE `Sphere.CollideWithPoint`/`FindTimeOfCollision`; no current mover sets PerfectClip, and shipped ordinary missiles add PathClipped only | `src/AcDream.Core/Physics/TransitionTypes.cs` (`SphereCollideWithPoint`; `FindSphereTimeOfCollision`) | Load-bearing non-PerfectClip behavior is named-decomp verified; the adapted branch remains dormant unless a future mover explicitly enables PerfectClip | If a future mover explicitly enables PerfectClip, an ACE/retail TOI delta could cause clip-through or wrong sphere-target deflection | `CSphere::collide_with_point @ 0x00537230`; ACE `Sphere.CollideWithPoint` |
| AP-86 | **Remote SHADOW-follows-resolved via a pose/cell-gated per-tick re-flood** (remote-creature de-overlap #184): every remote's collision shadow is rewritten at the resolved body position by the DR tick or authoritative UP tail, so collision remains where the creature renders and de-overlap persists. The effect matches retail, but acdream runs the full multipart cell flood whenever the body moved more than 1 cm, changed complete orientation, or crossed a cell instead of translating the existing shadow in place and relinking only when its crossed-cell set changes. Cross-cell motion now commits body/root/full-cell before the canonical rebucket callback; local and authoritative remote publishers prove exact-record spatial residency after that callback; pending projection suspends the retained shadow and cannot re-add it, including initial-pending and callback GUID-reuse cases. | `src/AcDream.App/Physics/RemotePhysicsUpdater.cs`; `src/AcDream.App/Physics/LiveEntityShadowPublisher.cs`; `src/AcDream.App/Rendering/GameWindow.cs` (local projection + authoritative UP tails); `src/AcDream.App/World/LiveEntityPresentationController.cs` (ordinary projection residency); `src/AcDream.Core/Physics/ShadowObjectRegistry.cs` (`UpdatePosition`) | The pose/cell gate is exact at de-overlap equilibrium, preserves offset/multipart shapes during in-place turns, and the resulting registered cell set matches retail; loaded/pending residency is symmetric and incarnation-scoped | A dense moving or turning crowd can still perform a full registration flood per creature per tick and create CPU/Gen0 pressure; a still crowd is gated out. Retire with an in-place move plus cell-relink-on-change implementation | `CPhysicsObj::SetPositionInternal(CTransition const*)` 0x00515330 → `change_cell`, then `remove_shadows_from_cells`/`add_shadows_to_cells` after the resolved frame/contact commit |
@ -253,7 +253,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| ~~TS-41~~ | **RETIRED 2026-07-07 (remote-creature de-overlap #184)** — the SERVERVEL synth-velocity body-drive (`Body.Velocity = ServerVelocity` / `get_state_velocity()` leg) is DELETED. Grounded NPC remotes now translate by the retail interp CATCH-UP (`RemoteMotionCombiner.ComputeOffset``InterpolationManager::adjust_offset` toward the MoveOrTeleport-queued server waypoint) and `MovementManager::UseTime` (`TickRemoteMoveTo`) runs UNCONDITIONALLY per tick — the retail `UpdateObjectInternal` shape (no wire-velocity leg-driver). The de-overlap sweep resolves the catch-up movement; the resolved position is written back into the SHADOW (AP-86) so it persists. Residual: the non-retail anim-cycle stale-stop heuristic (`ApplyServerControlledVelocityCycle(Zero)` on a >0.6 s velocity-staleness timer) is kept as ANIM-only and stays covered by **AP-80**; it no longer drives the body. | `src/AcDream.App/Rendering/GameWindow.cs` (`TickAnimations` grounded NPC branch) | — | — | `CPhysicsObj::UpdateObjectInternal` 0x005156b0 (`MovementManager::UseTime` @0x00515998, unconditional); `MoveOrTeleport` 0x00516330; `InterpolationManager::adjust_offset` 0x00555d30 |
| TS-44 | NPC UpdatePosition **enqueue is suppressed while StickyManager is armed** (`PositionManager.GetStickyObjectId() != 0`). Position and complete orientation otherwise share the ported `InterpolateTo → Position::subtract2 → PositionManager::adjust_offset` Frame, so the former orientation hard-snap residual is retired. Retail would still enqueue the server Position and let Sticky overwrite that Frame each tick; acdream retains the gate so no queued waypoint survives the stick | `src/AcDream.App/Rendering/GameWindow.cs` (`OnLivePositionUpdated` NPC `snapSuppressedByStick` gate) | Avoids replaying an old ACE waypoint immediately after a stick lease ends; all live during-stick pose ownership is now otherwise retail-shaped | After unstick the body waits for the next UP instead of consuming the latest waypoint already in the queue; at low packet cadence this can pause correction for one update interval | `PositionManager::adjust_offset` 0x00555190; `CPhysicsObj::MoveOrTeleport` 0x00516330; retire by allowing enqueue while Sticky overwrites the shared complete Frame |
| TS-46 | Player/remote collision spheres are passed as TWO SCALARS (radius, capsule-top height) and reconstructed by `SpherePath.InitPath` (foot center at `radius`, head center at `height radius`) — retail passes the Setup's SPHERE LIST verbatim (`CPhysicsObj::transition` 0x00512dc0 → `init_sphere(GetNumSphere, GetSphere, m_scale)`, ≤2 spheres, each origin AND radius × m_scale). With the corrected callers (0.48, 1.835 = Setup.Height) the reconstruction sits 5 mm off the dat: foot center 0.480 vs dat 0.475, head center 1.355 vs dat 1.350 (human Setup 0x02000001). **#184 Slice 3 (2026-07-07) NARROWED this: the remote de-overlap sweep now derives its scalars from the creature's OWN Setup (`GetSetupCylinder` = `setup.Radius`/`setup.Height` × ObjScale) — remotes NO LONGER use human dims regardless of Setup/scale.** RESIDUAL: (a) it is still the two-SCALAR reconstruction, not retail's ≤2-sphere LIST (lossy for creatures whose foot/head spheres differ), for both player and remotes; (b) the remote sweep's `stepUpHeight`/`stepDownHeight` stay a hardcoded 0.4 m, where retail derives them from `setup->step_up_height`/`step_down_height` (0x005180d0/0x005180f0, 0.04 m fallback, `radius×0.5` clamp) — an adjacent non-Setup divergence left for a later slice. (The pre-2026-07-06 value 1.2f put the head TOP at 1.2 m — the #137 window climb; fixed same day.) | `src/AcDream.Core/Physics/TransitionTypes.cs` (`InitPath`); `src/AcDream.App/Input/PlayerMovementController.cs` (player, human — correct as-is); `src/AcDream.App/Rendering/GameWindow.cs` (remote sweep now `GetSetupCylinder`-fed with a shapeless→human fallback) | The scalar API predates the Setup ingestion; 5 mm is below the visual/feel threshold; the remote scalars are now the creature's real (radius,height)×ObjScale, consistent with the shadow registration's entScale and the moveto/sticky radii | Marginal rε/r+ε grazes still flip on the 5 mm scalar offset; a creature whose head sphere is wider than its foot de-overlaps by the single (radius) approximation, not the true 2-sphere profile; the 0.4 m step heights are non-Setup for all movers | `CPhysicsObj::transition` 0x00512dc0; `SPHEREPATH::init_sphere` 0x0050c670 (≤2, ×m_scale); `set_description` 0x00514f40 (m_scale from wire ObjScale); retire by plumbing the full Setup sphere list into `InitPath` |
| ~~TS-45~~ | **RETIRED 2026-07-07** — the hand-rolled `SphereCollision` (forced `combinedR+1 cm` radial de-penetration + leaked `SetSlidingNormal` + always-Slid, head-sphere ignored) is REPLACED by the faithful `CSphere::intersects_sphere` family port (branch dispatcher 0x00537A80 + `step_sphere_up`/`slide_sphere`/`land_on_sphere`/`collide_with_point`/`step_sphere_down`), routing the grounded slide through the shared crease `SlideSphere` (0x00537440). Humanoid creatures collide via body Spheres, so this was the player-vs-monster crowd path; the radial de-penetration was the "can't wiggle free in a packed crowd" wedge. `SphereCollisionFamilyTests` (slide-around, block, ethereal) + `docs/research/2026-07-07-csphere-collision-family-pseudocode.md`. Residual `AP-84` (PerfectClip TOI dead in M1.5). | — | — | — | `CSphere::intersects_sphere` 0x00537A80 (pc:321678) |
| ~~TS-45~~ | **RETIRED 2026-07-07** — the hand-rolled `SphereCollision` (forced `combinedR+1 cm` radial de-penetration + leaked `SetSlidingNormal` + always-Slid, head-sphere ignored) is REPLACED by the faithful `CSphere::intersects_sphere` family port (branch dispatcher 0x00537A80 + `step_sphere_up`/`slide_sphere`/`land_on_sphere`/`collide_with_point`/`step_sphere_down`), routing the grounded slide through the shared crease `SlideSphere` (0x00537440). Humanoid creatures collide via body Spheres, so this was the player-vs-monster crowd path; the radial de-penetration was the "can't wiggle free in a packed crowd" wedge. `SphereCollisionFamilyTests` (slide-around, block, ethereal) + `docs/research/2026-07-07-csphere-collision-family-pseudocode.md`. Residual `AP-91` (PerfectClip TOI dead in M1.5). | — | — | — | `CSphere::intersects_sphere` 0x00537A80 (pc:321678) |
| TS-47 | **NARROWED 2026-07-13** — typed routing now ports the named-retail recall/house/PK travel, age/birth, local display/location, UI persistence, AFK/consent, emote, friends, squelch/filter, and fill-components families. Retail-owned verbs outside the researched family set still fall through to ACE until individually verified. | `src/AcDream.UI.Abstractions/Panels/Chat/RetailClientCommandCatalog.cs`; `src/AcDream.App/UI/ClientCommandController.cs`; `src/AcDream.Core.Net/Messages/ClientCommandRequests.cs` | The high-use researched families have decomp pseudocode, typed actions, and conformance tests; unresearched registry entries must follow the same evidence-first path | An unported retail-owned verb can still produce ACE unknown-command output or server-specific behavior instead of its client action | `ClientCommunicationSystem` command-table construction around `0x00581A40..0x005850A0`; `docs/research/2026-07-13-retail-client-command-routing-pseudocode.md`; `docs/research/2026-07-13-retail-client-command-families-pseudocode.md` |
| TS-48 | Dragging an item onto another player honors the authoritative `DragItemOnPlayerOpensSecureTrade` option, but the option's default-true branch stops at the existing unavailable toast because the secure-trade transaction and UI are not ported. Direct player giving through `GiveObjectRequest 0x00CD` works when the option is disabled; NPC giving is complete. | `src/AcDream.App/UI/ItemInteractionController.cs` (`PlaceIn3D`, `PolicyActionMessage`); `src/AcDream.Core/Items/ItemInteractionPolicy.cs` | The player/NPC distinction and character preference are now faithful; inventing a direct gift while the option requests secure trade would be a worse behavioral divergence. Secure trade is a separate multi-party state machine beyond the starter-dungeon NPC-give slice. | With retail's default character options, an item dragged onto another player cannot be exchanged until the secure-trade subsystem lands. | `ItemHolder::AttemptPlaceIn3D @ 0x00588600`; `PlayerModule::DragItemOnPlayerOpensSecureTrade @ 0x005D31B0`; `ClientTradeSystem`; `docs/research/2026-07-13-retail-give-item-pseudocode.md` |
| TS-49 | Hidden-object availability is bridged through `TargetManager.NotifyVoyeurOfEventAndClear(ExitWorld)` because acdream has not ported retail's DetectionManager. Retail `CObjCell::hide_object` sends `LeftDetection` to detection voyeurs; acdream instead withholds Hidden hosts from ordinary `GetObjectA` relationship creation and uses the existing non-Ok target update to tear down MoveTo/Sticky consumers and clear watched-role subscriptions while preserving the hidden object's own watcher role. | `src/AcDream.App/Physics/EntityPhysicsHost.cs` (`NotifyHidden`); `src/AcDream.App/Rendering/GameWindow.cs` (`ResolvePhysicsHost`); `src/AcDream.Core/Physics/Motion/TargetManager.cs` (`NotifyVoyeurOfEventAndClear`) | The current movement consumers already share TargetManager's status fan-out; the bridge prevents pursuit of an unavailable object without inventing a second partial detection database. | Plugins or future systems listening specifically for retail detection enter/leave events receive no `LeftDetection`; only movement/sticky target consumers observe the equivalent availability loss. | `CObjCell::hide_object @ 0x0052BE30`; retire by porting DetectionManager/CObjCell detection-voyeur delivery and routing Hidden through `LeftDetection` |

View file

@ -0,0 +1,231 @@
using System.Numerics;
using AcDream.App.World;
using AcDream.Core.Items;
using AcDream.Core.Net;
using AcDream.Core.Physics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.App.Physics;
/// <summary>
/// Immutable input to the canonical shadow registry for one live object.
/// Building is DAT/physics-only and therefore testable without a window or GL
/// context; registration remains one explicit commit.
/// </summary>
internal sealed record LiveEntityCollisionRegistration(
uint EntityId,
uint SourceId,
Vector3 EntityWorldPosition,
Quaternion EntityWorldRotation,
IReadOnlyList<ShadowShape> Shapes,
uint State,
EntityCollisionFlags Flags,
float WorldOffsetX,
float WorldOffsetY,
uint LandblockId,
uint SeedCellId);
/// <summary>
/// Ports the live-object collision-shape policy used by
/// <c>CPartArray::FindObjCollisions</c>: CylSpheres before Spheres, every
/// physics-BSP part, and the established Setup-radius fallback for the
/// remaining ACE prop data.
/// </summary>
internal sealed class LiveEntityCollisionBuilder
{
private readonly Func<uint, bool> _hasPhysicsBsp;
private readonly Func<uint, float?> _physicsBspRadius;
private readonly LiveEntityDefaultPoseResolver _defaultPose;
public LiveEntityCollisionBuilder(
PhysicsDataCache physicsData,
LiveEntityDefaultPoseResolver defaultPose)
: this(
id => physicsData.GetGfxObj(id)?.BSP?.Root is not null,
id => physicsData.GetGfxObj(id)?.BoundingSphere?.Radius,
defaultPose)
{
ArgumentNullException.ThrowIfNull(physicsData);
}
internal LiveEntityCollisionBuilder(
Func<uint, bool> hasPhysicsBsp,
Func<uint, float?> physicsBspRadius,
LiveEntityDefaultPoseResolver defaultPose)
{
_hasPhysicsBsp = hasPhysicsBsp
?? throw new ArgumentNullException(nameof(hasPhysicsBsp));
_physicsBspRadius = physicsBspRadius
?? throw new ArgumentNullException(nameof(physicsBspRadius));
_defaultPose = defaultPose
?? throw new ArgumentNullException(nameof(defaultPose));
}
/// <summary>
/// Resolves collision slot zero for every post-AnimPartChanged identity.
/// This intentionally has no visual-LOD option or Setup-type input.
/// </summary>
public static uint[] ResolveEffectivePartIdentities(
IReadOnlyList<uint> postAnimPartGfxObjIds,
Func<uint, uint> resolveSlotZero)
{
ArgumentNullException.ThrowIfNull(postAnimPartGfxObjIds);
ArgumentNullException.ThrowIfNull(resolveSlotZero);
var result = new uint[postAnimPartGfxObjIds.Count];
for (int i = 0; i < result.Length; i++)
result[i] = resolveSlotZero(postAnimPartGfxObjIds[i]);
return result;
}
public LiveEntityCollisionRegistration? Build(
WorldEntity entity,
Setup setup,
IReadOnlyList<uint> effectivePartGfxObjIds,
WorldSession.EntitySpawn spawn,
LiveEntityRecord exactRecord,
Vector3 worldOrigin,
bool retainEmptyPayload = false)
{
ArgumentNullException.ThrowIfNull(entity);
ArgumentNullException.ThrowIfNull(setup);
ArgumentNullException.ThrowIfNull(effectivePartGfxObjIds);
ArgumentNullException.ThrowIfNull(exactRecord);
if (spawn.Position is not { } position)
return null;
if (spawn.Guid != exactRecord.ServerGuid
|| spawn.InstanceSequence != exactRecord.Generation
|| !ReferenceEquals(exactRecord.WorldEntity, entity))
{
throw new InvalidOperationException(
"Live collision construction requires the exact materialized record.");
}
float scale = spawn.ObjScale ?? 1f;
IReadOnlyList<Frame>? defaultPose = _defaultPose.Resolve(
spawn.MotionTableId ?? 0u,
setup.Parts.Count);
IReadOnlyList<ShadowShape> raw = ShadowShapeBuilder.FromSetup(
setup,
scale,
_hasPhysicsBsp,
partPoseOverride: defaultPose,
effectivePartGfxObjIds: effectivePartGfxObjIds);
var shapes = new List<ShadowShape>(raw.Count);
foreach (ShadowShape shape in raw)
{
if (shape.CollisionType == ShadowCollisionType.BSP)
{
float radius = (_physicsBspRadius(shape.GfxObjId) ?? 2f) * scale;
shapes.Add(shape with { Radius = radius });
}
else
{
shapes.Add(shape);
}
}
if (shapes.Count == 0 && setup.Radius > 0.0001f)
{
shapes.Add(new ShadowShape(
GfxObjId: 0u,
LocalPosition: Vector3.Zero,
LocalRotation: Quaternion.Identity,
Scale: scale,
CollisionType: ShadowCollisionType.Cylinder,
Radius: setup.Radius * scale,
CylHeight: (setup.Height > 0f ? setup.Height : setup.Radius * 2f) * scale));
}
if (shapes.Count == 0 && !retainEmptyPayload)
return null;
EntityCollisionFlags flags = EntityCollisionFlags.HasWeenie;
if (spawn.ObjectDescriptionFlags is { } descriptionFlags)
flags |= EntityCollisionFlagsExt.FromPwdBitfield(descriptionFlags);
if (spawn.ItemType == (uint)ItemType.Creature)
flags |= EntityCollisionFlags.IsCreature;
return new LiveEntityCollisionRegistration(
entity.Id,
entity.SourceGfxObjOrSetupId,
entity.Position,
entity.Rotation,
shapes,
(uint)exactRecord.FinalPhysicsState,
flags,
worldOrigin.X,
worldOrigin.Y,
position.LandblockId,
position.LandblockId);
}
public static void Register(
ShadowObjectRegistry registry,
LiveEntityCollisionRegistration registration)
{
ArgumentNullException.ThrowIfNull(registry);
ArgumentNullException.ThrowIfNull(registration);
registry.RegisterMultiPart(
registration.EntityId,
registration.EntityWorldPosition,
registration.EntityWorldRotation,
registration.Shapes,
registration.State,
registration.Flags,
registration.WorldOffsetX,
registration.WorldOffsetY,
registration.LandblockId,
registration.SeedCellId,
isStatic: false);
if (!PhysicsDiagnostics.ProbeBuildingEnabled)
return;
int cylinders = 0;
int bsps = 0;
foreach (ShadowShape shape in registration.Shapes)
{
if (shape.CollisionType == ShadowCollisionType.Cylinder)
cylinders++;
else
bsps++;
}
Console.WriteLine(FormattableString.Invariant(
$"[entity-source] id=0x{registration.EntityId:X8} entityId=0x{registration.EntityId:X8} src=0x{registration.SourceId:X8} gfxObj=0x{registration.SourceId:X8} lb=0x{registration.LandblockId:X8} shapes=cyl{cylinders}+bsp{bsps} note=server-spawn-root state=0x{registration.State:X8} flags={registration.Flags}"));
}
/// <summary>
/// Commits a retail ObjDesc part-array replacement. A shapeless result
/// removes the prior payload; a shaped result replaces it without making
/// a Hidden, parented, or cell-less object collide in world cells.
/// </summary>
public static void ReconcileAppearance(
ShadowObjectRegistry registry,
uint entityId,
LiveEntityCollisionRegistration? registration,
bool suspendIfNew)
{
ArgumentNullException.ThrowIfNull(registry);
if (registration is null)
return;
if (registration.EntityId != entityId)
throw new InvalidOperationException("Collision replacement belongs to a different live entity.");
registry.ReplaceMultiPartPayload(
registration.EntityId,
registration.EntityWorldPosition,
registration.EntityWorldRotation,
registration.Shapes,
registration.State,
registration.Flags,
registration.WorldOffsetX,
registration.WorldOffsetY,
registration.LandblockId,
registration.SeedCellId,
isStatic: false,
suspendIfNew);
}
}

View file

@ -0,0 +1,59 @@
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.App.Physics;
/// <summary>
/// Resolves the motion table's authored default-state part pose used by a
/// live object's collision PartArray. Retail keeps the collision parts in the
/// same current pose as the visual PartArray; an unresolved table falls back
/// to Setup placement frames in <see cref="ShadowShapeBuilder"/>.
/// The retained default-pose snapshot approximation is tracked as AP-84 in
/// the retail divergence register until live per-frame collision poses land.
/// </summary>
internal sealed class LiveEntityDefaultPoseResolver
{
private readonly Func<uint, MotionTable?> _loadMotionTable;
private readonly IAnimationLoader _animationLoader;
private readonly bool _dumpMotion;
public LiveEntityDefaultPoseResolver(
Func<uint, MotionTable?> loadMotionTable,
IAnimationLoader animationLoader,
bool dumpMotion)
{
_loadMotionTable = loadMotionTable
?? throw new ArgumentNullException(nameof(loadMotionTable));
_animationLoader = animationLoader
?? throw new ArgumentNullException(nameof(animationLoader));
_dumpMotion = dumpMotion;
}
public IReadOnlyList<Frame>? Resolve(uint motionTableId, int partCount)
{
if (motionTableId == 0u || partCount == 0)
return null;
MotionTable? motionTable = _loadMotionTable(motionTableId);
if (motionTable is null)
return null;
IReadOnlyList<Frame>? pose = MotionTablePose.DefaultStatePartFrames(
motionTable,
_animationLoader.LoadAnimation);
if (_dumpMotion)
{
string description = pose is null
? "null->placement-fallback"
: FormattableString.Invariant(
$"part0=({pose[0].Origin.X:F2},{pose[0].Origin.Y:F2},{pose[0].Origin.Z:F2})");
Console.WriteLine(FormattableString.Invariant(
$"[shape-pose] mt=0x{motionTableId:X8} parts={partCount} {description}"));
}
return pose;
}
}

View file

@ -0,0 +1,19 @@
using System.Numerics;
namespace AcDream.App.Physics;
/// <summary>Session-scoped cache of the local player's last published shadow pose.</summary>
internal sealed class LocalPlayerShadowState
{
public readonly record struct Snapshot(
Vector3 Position,
Quaternion Orientation,
uint CellId);
public Snapshot? Current { get; private set; }
public void Set(Vector3 position, Quaternion orientation, uint cellId) =>
Current = new Snapshot(position, orientation, cellId);
public void Clear() => Current = null;
}

File diff suppressed because it is too large Load diff

View file

@ -19,6 +19,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
private readonly record struct SkyPesKey(int ObjectIndex, uint PesObjectId, bool PostScene);
private readonly AcDream.App.RuntimeOptions _options;
private readonly AnimationPresentationDiagnostics _animationDiagnostics;
private readonly string _datDir;
private readonly WorldGameState _worldGameState;
private readonly WorldEvents _worldEvents;
@ -192,6 +193,8 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
// Step 7 projectile presentation. The controller owns no identity map;
// each runtime component is stored on the canonical LiveEntityRecord.
private AcDream.App.Physics.ProjectileController? _projectileController;
private AcDream.App.World.LiveEntityProjectionWithdrawalController?
_liveEntityProjectionWithdrawal;
// Step 4: portal-based interior cell visibility.
private readonly CellVisibility _cellVisibility = new();
@ -300,11 +303,8 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
/// </summary>
private readonly AcDream.App.Rendering.Wb.EntityClassificationCache _classificationCache = new();
private sealed record AppearanceUpdateState(
AcDream.Core.World.WorldEntity Entity,
LiveEntityAnimationState? Animation);
private AcDream.Core.Physics.IAnimationLoader? _animLoader;
private AcDream.App.Physics.LiveEntityCollisionBuilder? _liveEntityCollisionBuilder;
// Phase E.1: central fan-out for animation hooks. Audio (E.2),
// particles (E.3), combat (E.4), and renderer state mutators all
@ -591,9 +591,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
AcDream.Core.Net.Messages.PlayerDescriptionParser.CharacterOptions1.Default;
private uint? _playerMotionTableId; // server-sent MotionTable override for the player's character
private MovementTruthOutbound? _lastMovementTruthOutbound;
private (System.Numerics.Vector3 Position,
System.Numerics.Quaternion Orientation,
uint CellId)? _lastLocalPlayerShadow;
private readonly AcDream.App.Physics.LocalPlayerShadowState _localPlayerShadow = new();
private readonly record struct MovementTruthOutbound(
string Kind,
@ -815,6 +813,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
_worldGameState = worldGameState;
_worldEvents = worldEvents;
_selection = selection ?? throw new System.ArgumentNullException(nameof(selection));
_animationDiagnostics = AnimationPresentationDiagnostics.FromEnvironment();
_uiRegistry = uiRegistry;
_animatedEntities = new LiveEntityAnimationRuntimeView<LiveEntityAnimationState>(() => _liveEntities);
_remoteDeadReckon = new LiveEntityRemoteMotionRuntimeView<RemoteMotion>(() => _liveEntities);
@ -847,7 +846,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
() => _staticAnimationScheduler,
_effectPoses,
this,
AnimationPresentationDiagnostics.FromEnvironment(),
_animationDiagnostics,
options.HidePartIndex);
_localPlayerProjection = new AcDream.App.Input.LocalPlayerProjectionController(
resolveEntity: () =>
@ -1182,6 +1181,12 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
SpellBook.InstallMetadata(_magicCatalog.SpellTable);
Console.WriteLine($"spells: loaded {SpellTable.Count} entries from portal.dat");
_animLoader = new AcDream.Content.Vfx.RetailAnimationLoader(_dats);
_liveEntityCollisionBuilder = new AcDream.App.Physics.LiveEntityCollisionBuilder(
_physicsDataCache,
new AcDream.App.Physics.LiveEntityDefaultPoseResolver(
id => _dats.Get<DatReaderWriter.DBObjs.MotionTable>(id),
_animLoader,
_animationDiagnostics.DumpMotionEnabled));
_emitterRegistry = new AcDream.Core.Vfx.EmitterDescRegistry(_dats);
// Phase E.3 particles: always-on, no driver dependency. Registered
@ -2281,6 +2286,15 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
{
DiagnosticSink = message => Console.Error.WriteLine($"projectile: {message}"),
};
_liveEntityProjectionWithdrawal =
new AcDream.App.World.LiveEntityProjectionWithdrawalController(
_liveEntities,
_projectileController,
_worldGameState,
_worldEvents,
_physicsEngine.ShadowObjects,
_effectPoses,
_localPlayerShadow);
_liveEntityLights = new AcDream.App.Rendering.Vfx.LiveEntityLightController(
_liveEntities,
_effectPoses,
@ -2293,7 +2307,13 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
Objects,
_liveEntities,
_effectPoses,
TryAcceptParentForRender);
TryAcceptParentForRender,
(childRecord, positionVersion, projectionVersion) =>
_liveEntityProjectionWithdrawal!.WithdrawExact(
childRecord,
positionVersion,
projectionVersion,
_playerServerGuid));
var tableResolver = new AcDream.Core.Vfx.PhysicsScriptTableResolver(
id => _dats!.Get<DatReaderWriter.DBObjs.PhysicsScriptTable>(id));
@ -2672,7 +2692,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
_autoRunActive = false;
_chaseModeEverEntered = false;
_lastMovementTruthOutbound = null;
_lastLocalPlayerShadow = null;
_localPlayerShadow.Clear();
_spawnClaimRangeMemo = null;
}
}
@ -2988,13 +3008,6 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
{
PublishLocalPhysicsTimestamps(spawn.Guid, result.Timestamps);
if (result.Disposition is AcDream.Core.Physics.CreateObjectTimestampDisposition.NewGeneration)
{
_equippedChildRenderer?.OnGenerationReplaced(
spawn.Guid,
result.Snapshot.InstanceSequence);
}
AcDream.Core.Net.ObjectTableWiring.ApplyEntitySpawn(
Objects,
spawn,
@ -3156,7 +3169,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
private void OnLiveEntitySpawnedLocked(
AcDream.Core.Net.WorldSession.EntitySpawn spawn,
LiveProjectionPurpose purpose,
AppearanceUpdateState? appearanceUpdate = null)
LiveEntityAppearanceUpdateState? appearanceUpdate = null)
{
_liveSpawnReceived++;
@ -3461,6 +3474,28 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
// changes resolve (which match against the resolved mesh's
// surfaces) and BEFORE the GfxObjMesh.Build / texture upload
// path consumes the part list.
// Collision reads slot 0 of the installed CPhysicsPart degrade array.
// Keep this independent from the optional visual close-LOD policy:
// draw settings and Setup type must never change physical geometry.
uint[] collisionPartGfxObjIds =
AcDream.App.Physics.LiveEntityCollisionBuilder.ResolveEffectivePartIdentities(
parts.Select(static part => part.GfxObjId).ToArray(),
baseId =>
{
if (!AcDream.Core.Meshing.GfxObjDegradeResolver.TryResolveCloseGfxObj(
_dats,
baseId,
out uint slotZeroId,
out DatReaderWriter.DBObjs.GfxObj? slotZeroGfx))
{
return baseId;
}
if (slotZeroGfx is not null)
_physicsDataCache.CacheGfxObj(slotZeroId, slotZeroGfx);
return slotZeroId;
});
if (_options.RetailCloseDegrades && IsIssue47HumanoidSetup(setup))
{
for (int partIdx = 0; partIdx < parts.Count; partIdx++)
@ -3708,6 +3743,15 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
if (appearanceUpdate is { } visualUpdate)
{
AcDream.Core.World.WorldEntity existing = visualUpdate.Entity;
LiveEntityAppearanceCollisionUpdate? appearanceCollision =
LiveEntityAppearanceBinding.PrepareCollision(
_liveEntities!,
_liveEntityCollisionBuilder!,
existing,
setup,
collisionPartGfxObjIds,
spawn,
origin);
_wbEntitySpawnAdapter!.OnAppearanceChanged(
existing,
meshRefs,
@ -3723,11 +3767,16 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
},
() =>
{
if (appearanceCollision is not null)
LiveEntityAppearanceBinding.CommitCollision(
_liveEntities,
_physicsEngine.ShadowObjects,
appearanceCollision);
existing.SetIndexedPartPoses(indexedPartTransforms, indexedPartAvailable);
if (liveBounds.TryGet(out var appearanceMin, out var appearanceMax))
existing.SetLocalBounds(appearanceMin, appearanceMax);
if (visualUpdate.Animation is { } animation)
RebindAnimatedEntityForAppearance(
LiveEntityAppearanceBinding.RebindAnimation(
animation,
existing,
setup,
@ -3844,8 +3893,20 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
// are deliberately skipped — retail FUN's `FindObjCollisions`
// falls through to OK_TS for any object with no collision
// geometry (acclient_2013_pseudo_c.txt:276917,276987).
RegisterLiveEntityCollision(entity, setup, spawn, origin);
if (_liveEntities.TryGetRecord(spawn.Guid, out var liveRecord))
if (_liveEntities.TryGetRecord(spawn.Guid, out var liveRecord)
&& _liveEntityCollisionBuilder!.Build(
entity,
setup,
collisionPartGfxObjIds,
spawn,
liveRecord,
origin) is { } collision)
{
AcDream.App.Physics.LiveEntityCollisionBuilder.Register(
_physicsEngine.ShadowObjects,
collision);
}
if (_liveEntities.TryGetRecord(spawn.Guid, out liveRecord))
_projectileController?.TryBind(
liveRecord,
setup,
@ -4124,9 +4185,6 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
isLocalPlayer: delete.Guid == _playerServerGuid,
beforeTeardown: () =>
{
_equippedChildRenderer?.OnGenerationDeleted(
delete.Guid,
delete.InstanceSequence);
AcDream.Core.Net.ObjectTableWiring.ApplyEntityDelete(Objects, delete);
});
@ -4174,7 +4232,8 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
lock (_datLock)
{
AppearanceUpdateState? appearanceState = CaptureLiveAppearanceState(update.Guid);
LiveEntityAppearanceUpdateState? appearanceState =
LiveEntityAppearanceBinding.Capture(_liveEntities, update.Guid);
OnLiveEntitySpawnedLocked(
newSpawn,
LiveProjectionPurpose.AppearanceMutation,
@ -4188,36 +4247,6 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
_paperdollDollDirty = true;
}
/// <summary>
/// Capture the runtime identity that retail preserves across
/// <c>DoObjDescChangesFromDefault</c>. Replacement visual data is hydrated
/// first and then assigned to this same entity instance.
/// </summary>
private AppearanceUpdateState? CaptureLiveAppearanceState(uint serverGuid)
{
if (_liveEntities?.TryGetWorldEntity(serverGuid, out var entity) != true)
return null;
_animatedEntities.TryGetValue(entity.Id, out var animation);
return new AppearanceUpdateState(entity, animation);
}
internal static void RebindAnimatedEntityForAppearance(
LiveEntityAnimationState animation,
AcDream.Core.World.WorldEntity entity,
DatReaderWriter.DBObjs.Setup setup,
float scale,
IReadOnlyList<LiveAnimationPartTemplate> partTemplate,
IReadOnlyList<bool> partAvailability)
{
animation.Entity = entity;
animation.Setup = setup;
animation.Scale = scale;
animation.PartTemplate = partTemplate;
animation.PartAvailability = partAvailability;
animation.InvalidatePresentationPoses();
}
/// <summary>
/// Rebuilds the paperdoll doll from the live player entity (retail makeObject(player) +
/// DoObjDescChangesFromDefault). Clones the player's already-resolved Setup / MeshRefs / palette /
@ -4327,175 +4356,6 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
doll.MeshRefs = reposed;
}
/// <summary>
/// Commit B 2026-04-29 — register a live (server-spawned) entity into
/// the <see cref="ShadowObjectRegistry"/> as a single collision body.
/// One entry per entity (in contrast to static scenery's per-CylSphere
/// registration) so the leave-world path's single
/// <c>Deregister(entity.Id)</c> cleans it up without leaks.
///
/// <para>
/// Geometry-priority order matches retail
/// (<c>acclient_2013_pseudo_c.txt:276858-276987</c>): CylSpheres &gt;
/// Sphere fallback &gt; Setup.Radius. Phantom Setups (no shape) are
/// rejected — retail's <c>FindObjCollisions</c> falls through to
/// OK_TS in that case.
/// </para>
///
/// <para>
/// Carries <see cref="EntityCollisionFlags"/> derived from the PWD
/// bitfield (<c>acclient.h:6431-6463</c>) plus <c>IsCreature</c>
/// derived from the inbound ItemType. Commit C consumes these in
/// the PvP exemption block.
/// </para>
/// </summary>
private void RegisterLiveEntityCollision(
AcDream.Core.World.WorldEntity entity,
DatReaderWriter.DBObjs.Setup setup,
AcDream.Core.Net.WorldSession.EntitySpawn spawn,
System.Numerics.Vector3 origin)
{
if (spawn.Position is null) return;
bool hasCyl = setup.CylSpheres.Count > 0;
bool hasSphere = setup.Spheres.Count > 0;
bool hasRadius = setup.Radius > 0.0001f;
// NOTE: We intentionally do NOT gate here on `!hasCyl && !hasSphere && !hasRadius`.
// That premature check was wrong: ShadowShapeBuilder.FromSetup also emits a BSP shape
// for any Part whose GfxObj has a non-null PhysicsBSP (e.g. a candle holder or floor
// candelabra with only a BSP collision mesh, no CylSphere/Sphere/Radius). Gating here
// would silently drop those BSP-only entities before the builder runs, making them
// invisible walls or fully passable. The correct final gate is at shapes.Count==0
// below (after the builder + Radius fallback have run), which correctly handles ALL
// cases: BSP-only -> builder emits BSP shape -> registered; truly shapeless -> builder
// empty, no Radius fallback -> shapes.Count==0 -> return. Retail eligibility is
// "has physics_bsp OR cylsphere OR sphere" per CPhysicsObj::FindObjCollisions
// (acclient_2013_pseudo_c.txt:276917 context: the gate fires on the MOVER, not the
// target; no equivalent target-side gate skips BSP-only objects).
float entScale = spawn.ObjScale ?? 1.0f;
// A6.P4 door fix (2026-05-24): build the multi-part shape list.
// ShadowShapeBuilder emits one entry per CylSphere, one per Sphere
// (only when no CylSpheres), and one per Part with a non-null
// PhysicsBSP. Retail-faithful per CTransition::find_obj_collisions
// → CPartArray::FindObjCollisions
// (acclient_2013_pseudo_c.txt:286236). Pre-fix doors registered
// ONE small Cylinder via setup.Radius / Sphere — too narrow to
// span the doorway gap, so the player could walk through. With
// this change the door also registers the part-0 BSP slab
// (1.9 × 0.26 × 2.5 m) that retail uses for the real block.
// #175 (2026-07-05): BSP part shapes must pose at the motion table's
// DEFAULT-STATE frame (the closed pose — what the sequencer renders
// for an idle entity and what retail's live CPhysicsPart pose is),
// not the Setup's placement frame. The Facility Hub double door
// (Setup 0x02000C9D) places its panels AJAR in the placement frame
// (yaw 150°/30°, 0.44 m behind the doorway) while rendering
// closed — the user embedded into the visual door on one side and
// hit a phantom slab on the other. Null (no motion table / no
// cycle / part-count mismatch) falls back to placement frames.
var closedPose = MotionTableDefaultPose(
spawn.MotionTableId ?? 0u, setup.Parts.Count);
var raw = AcDream.Core.Physics.ShadowShapeBuilder.FromSetup(
setup, entScale,
id => _physicsDataCache.GetGfxObj(id)?.BSP?.Root is not null,
partPoseOverride: closedPose);
// Substitute the real bounding-sphere radius for BSP shapes —
// the pure builder's 2.0 placeholder works for typical doors
// (BS radius ≈ 1.975 m) but is loose for larger entities and
// tight for smaller ones. Mirrors the landblock-static path's
// pattern of pulling the real radius from PhysicsDataCache.
var shapes = new List<AcDream.Core.Physics.ShadowShape>(raw.Count);
foreach (var s in raw)
{
if (s.CollisionType == AcDream.Core.Physics.ShadowCollisionType.BSP)
{
var phys = _physicsDataCache.GetGfxObj(s.GfxObjId);
float bspR = (phys?.BoundingSphere?.Radius ?? 2f) * entScale;
shapes.Add(s with { Radius = bspR });
}
else
{
shapes.Add(s);
}
}
// setup.Radius fallback: the builder doesn't emit a Radius-only
// shape (it only walks CylSpheres / Spheres / Parts). For entities
// with no CylSpheres / Spheres / BSP-bearing Parts but a non-zero
// Radius (rare — simple decorative props), preserve the prior
// behavior of registering a setup.Radius cylinder so we don't
// silently regress those entities' collision.
if (shapes.Count == 0 && hasRadius)
{
shapes.Add(new AcDream.Core.Physics.ShadowShape(
GfxObjId: 0u,
LocalPosition: System.Numerics.Vector3.Zero,
LocalRotation: System.Numerics.Quaternion.Identity,
Scale: entScale,
CollisionType: AcDream.Core.Physics.ShadowCollisionType.Cylinder,
Radius: setup.Radius * entScale,
CylHeight: (setup.Height > 0 ? setup.Height : setup.Radius * 2f) * entScale));
}
if (shapes.Count == 0)
return;
// Decode PvP / Player / Impenetrable from PWD._bitfield.
// IsCreature comes from the spawn's ItemType (server-known type).
// Every server-spawned live entity is backed by a CWeenieObject.
// Static landblock geometry is registered through the separate path
// with HasWeenie clear. Retail OBJECTINFO::missile_ignore 0x0050CEB0
// needs this distinction for ethereal non-creatures such as doors.
var flags = AcDream.Core.Physics.EntityCollisionFlags.HasWeenie;
if (spawn.ObjectDescriptionFlags is { } odf)
flags |= AcDream.Core.Physics.EntityCollisionFlagsExt.FromPwdBitfield(odf);
if (spawn.ItemType == (uint)AcDream.Core.Items.ItemType.Creature)
flags |= AcDream.Core.Physics.EntityCollisionFlags.IsCreature;
uint state = _liveEntities?.TryGetRecord(spawn.Guid, out LiveEntityRecord liveRecord) == true
? (uint)liveRecord.FinalPhysicsState
: spawn.PhysicsState ?? 0u;
_physicsEngine.ShadowObjects.RegisterMultiPart(
entityId: entity.Id,
entityWorldPos: entity.Position,
entityWorldRot: entity.Rotation,
shapes: shapes,
state: state,
flags: flags,
worldOffsetX: origin.X,
worldOffsetY: origin.Y,
landblockId: spawn.Position.Value.LandblockId,
// BR-7 / A6.P4 (2026-06-11): the server position's full cell id
// is the registration flood seed (retail m_position.objcell_id
// into CObjCell::find_cell_list). A door whose spheres straddle
// the doorway lands in BOTH the outdoor landcell and the
// vestibule's shadow list at registration — the architectural
// close of #99. Dynamic objects use calc_cross_cells (no
// do_not_load prune), hence isStatic: false.
seedCellId: spawn.Position.Value.LandblockId,
isStatic: false);
// L.2d slice 1 (2026-05-13): [entity-source] greppable from [resolve-bldg].
// Per-shape detail appears in [resolve-bldg] when collisions fire;
// this entity-level line keeps the spawn-time identification.
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled)
{
int nCyl = 0, nBsp = 0;
foreach (var s in shapes)
{
if (s.CollisionType == AcDream.Core.Physics.ShadowCollisionType.Cylinder) nCyl++;
else nBsp++;
}
Console.WriteLine(System.FormattableString.Invariant(
$"[entity-source] id=0x{entity.Id:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{entity.SourceGfxObjOrSetupId:X8} lb=0x{spawn.Position.Value.LandblockId:X8} shapes=cyl{nCyl}+bsp{nBsp} note=server-spawn-root state=0x{state:X8} flags={flags}"));
}
}
private void RouteSameGenerationCreateObject(
AcDream.App.World.SameGenerationCreateObjectEvents refresh)
{
@ -4511,10 +4371,9 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
OnLiveAppearanceUpdated(refresh.Appearance);
if (refresh.Parent is { } parent
&& _liveEntities!.TryApplyCreateParent(parent, out var acceptedParent))
&& _liveEntities!.TryApplyCreateParent(parent, out _))
{
WithdrawLiveEntityWorldProjection(parent.ChildGuid);
_equippedChildRenderer?.OnSpawn(acceptedParent);
_equippedChildRenderer?.OnCreateParentAccepted(parent);
}
else if (refresh.Position is { } position)
{
@ -4541,8 +4400,15 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
if (!_liveEntities!.TryApplyPickup(pickup, out _))
return;
_equippedChildRenderer?.OnChildBecameUnparented(pickup.Guid);
bool removed = WithdrawLiveEntityWorldProjection(pickup.Guid);
AcDream.App.Rendering.ChildUnparentDisposition childDisposition =
_equippedChildRenderer?.OnChildBecameUnparented(pickup.Guid)
?? AcDream.App.Rendering.ChildUnparentDisposition.NotAttached;
bool removed = childDisposition switch
{
AcDream.App.Rendering.ChildUnparentDisposition.Completed => true,
AcDream.App.Rendering.ChildUnparentDisposition.NotAttached => true,
_ => false,
};
if (removed
&& Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1")
@ -4564,9 +4430,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
private bool TryAcceptParentForRender(AcDream.Core.Net.Messages.ParentEvent.Parsed update)
{
if (!_liveEntities!.TryApplyParent(update, out _)) return false;
WithdrawLiveEntityWorldProjection(update.ChildGuid);
return true;
return _liveEntities!.TryApplyParent(update, out _);
}
private void PublishLocalPhysicsTimestamps(
@ -4596,7 +4460,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
}
if (!force
&& _lastLocalPlayerShadow is { } last
&& _localPlayerShadow.Current is { } last
&& last.CellId == cellId
&& System.Numerics.Vector3.DistanceSquared(
last.Position, playerEntity.Position) <= 1e-4f
@ -4614,7 +4478,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
cellId,
_liveCenterX,
_liveCenterY);
_lastLocalPlayerShadow = (
_localPlayerShadow.Set(
playerEntity.Position,
playerEntity.Rotation,
cellId);
@ -4631,38 +4495,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
AcDream.Core.World.WorldEntity playerEntity)
{
_physicsEngine.ShadowObjects.Suspend(playerEntity.Id);
_lastLocalPlayerShadow = null;
}
/// <summary>
/// #175: the motion table's default-state pose (the closed pose for
/// doors) — the derivation lives in
/// <see cref="AcDream.Core.Physics.Motion.MotionTablePose"/> (Core,
/// dat-conformance-tested; the first cut here used a bare-style cycle
/// key, always missed, and silently no-oped — the "175 is not fixed"
/// report). Returns null → placement-frame fallback.
/// </summary>
private IReadOnlyList<DatReaderWriter.Types.Frame>? MotionTableDefaultPose(
uint motionTableId, int partCount)
{
if (motionTableId == 0u || partCount == 0 || _dats is null) return null;
var mt = _dats.Get<DatReaderWriter.DBObjs.MotionTable>(motionTableId);
if (mt is null) return null;
var pose = AcDream.Core.Physics.Motion.MotionTablePose.DefaultStatePartFrames(
mt, id => _animLoader?.LoadAnimation(id));
if (Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1")
{
string desc = pose is null ? "null->placement-fallback"
: System.FormattableString.Invariant(
$"part0=({pose[0].Origin.X:F2},{pose[0].Origin.Y:F2},{pose[0].Origin.Z:F2})");
Console.WriteLine(System.FormattableString.Invariant(
$"[shape-pose] mt=0x{motionTableId:X8} parts={partCount} {desc}"));
}
return pose;
_localPlayerShadow.Clear();
}
/// <summary>
@ -5067,7 +4900,10 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
cleanups.Add(() => incarnation.RunIfNoReplacement(
() => _remoteLastMove.Remove(serverGuid)));
cleanups.Add(() => _translucencyFades.ClearEntity(existingEntity.Id)); // #188
cleanups.Add(() => LeaveWorldLiveEntityRuntimeComponents(record));
cleanups.Add(() => _liveEntityProjectionWithdrawal!.LeaveWorld(
record,
_playerServerGuid));
cleanups.Add(() => _equippedChildRenderer?.OnLogicalTeardown(record));
// Logical teardown ends the retained shadow payload too. The weaker
// pickup/parent path stops after Suspend so re-entry can restore it.
cleanups.Add(() => _physicsEngine.ShadowObjects.Deregister(existingEntity.Id));
@ -5075,56 +4911,6 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
return new AcDream.App.World.LiveEntityTeardownPlan(cleanups);
}
/// <summary>
/// Retail <c>CPhysicsObj::leave_world</c> (0x005155A0): remove cell/shadow
/// presentation while retaining the PartArray, MovementManager, script
/// manager, animation owner, physics host, and effect owner. Pickup and
/// ParentEvent use this weaker transition; logical delete additionally
/// executes <see cref="TearDownLiveEntityRuntimeComponents"/>.
/// </summary>
private void LeaveWorldLiveEntityRuntimeComponents(LiveEntityRecord record)
{
if (record.WorldEntity is not { } entity)
return;
bool retainedProjectileShadow =
_projectileController?.LeaveWorld(record) == true;
_worldGameState.RemoveById(entity.Id);
_worldEvents.ForgetEntity(entity.Id);
if (!retainedProjectileShadow)
_physicsEngine.ShadowObjects.Deregister(entity.Id);
if (record.ServerGuid == _playerServerGuid)
{
var incarnation = new AcDream.App.World.LiveEntityIncarnationCleanup(
record,
guid => _liveEntities?.TryGetRecord(guid, out LiveEntityRecord current) == true
? current
: null);
incarnation.RunIfNoReplacement(() => _lastLocalPlayerShadow = null);
}
// Pose-attached effects keep logical ownership while cell-less. A
// missing pose suppresses stale anchors; re-entry republishes the same
// WorldEntity frames without replaying create-time resources.
_effectPoses.Remove(entity.Id);
}
/// <summary>
/// Removes the world-facing projection of a still-live object. Pickup and
/// parenting advance POSITION_TS but do not end the object incarnation, so
/// the runtime identity and create-time mesh/script resources survive.
/// </summary>
private bool WithdrawLiveEntityWorldProjection(uint serverGuid)
{
if (_liveEntities is null
|| !_liveEntities.TryGetRecord(serverGuid, out LiveEntityRecord record)
|| record.WorldEntity is null)
return false;
LeaveWorldLiveEntityRuntimeComponents(record);
return _liveEntities.WithdrawLiveEntityProjection(serverGuid);
}
/// <summary>
/// R4-V5: shared retail <c>unpack_movement</c> type-6..9 routing
/// (<c>0x00524440</c> cases 6/7/8/9, decomp §2f) — one body for remotes
@ -6220,15 +6006,33 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
{
if (!IsCurrentPositionOwner())
return;
_equippedChildRenderer?.OnChildBecameUnparented(update.Guid);
if (!IsCurrentPositionOwner())
return;
lock (_datLock)
OnLiveEntitySpawnedLocked(
acceptedSpawn,
LiveProjectionPurpose.SpatialRecovery);
AcDream.App.Rendering.ChildUnparentDisposition unparented =
_equippedChildRenderer?.OnChildBecameUnparented(
update.Guid,
() =>
{
if (!IsCurrentPositionOwner())
return;
lock (_datLock)
OnLiveEntitySpawnedLocked(
acceptedSpawn,
LiveProjectionPurpose.SpatialRecovery);
})
?? AcDream.App.Rendering.ChildUnparentDisposition.NotAttached;
if (unparented is AcDream.App.Rendering.ChildUnparentDisposition.Superseded
or AcDream.App.Rendering.ChildUnparentDisposition.Pending)
return;
if (!IsCurrentPositionOwner())
return;
if (unparented is AcDream.App.Rendering.ChildUnparentDisposition.NotAttached)
{
lock (_datLock)
OnLiveEntitySpawnedLocked(
acceptedSpawn,
LiveProjectionPurpose.SpatialRecovery);
if (!IsCurrentPositionOwner())
return;
}
}
if (!_entitiesByServerGuid.TryGetValue(update.Guid, out var entity)) return;

View file

@ -0,0 +1,127 @@
using System.Numerics;
using AcDream.App.Physics;
using AcDream.App.World;
using AcDream.Core.Net;
using AcDream.Core.Physics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
namespace AcDream.App.Rendering;
/// <summary>
/// Exact runtime identity retained while retail
/// <c>SmartBox::UpdateVisualDesc</c> mutates only a live object's visual
/// description.
/// </summary>
internal sealed record LiveEntityAppearanceUpdateState(
WorldEntity Entity,
LiveEntityAnimationState? Animation);
internal sealed record LiveEntityAppearanceCollisionUpdate(
LiveEntityRecord Record,
WorldEntity Entity,
LiveEntityCollisionRegistration? Registration);
/// <summary>
/// Focused appearance-lifetime operations shared by ObjDesc hydration and the
/// final animation presenter. This type owns no identity index; every capture
/// is resolved from <see cref="LiveEntityRuntime"/>.
/// </summary>
internal static class LiveEntityAppearanceBinding
{
public static LiveEntityAppearanceUpdateState? Capture(
LiveEntityRuntime runtime,
uint serverGuid)
{
ArgumentNullException.ThrowIfNull(runtime);
if (!runtime.TryGetRecord(serverGuid, out LiveEntityRecord record)
|| record.WorldEntity is not { } entity)
{
return null;
}
return new LiveEntityAppearanceUpdateState(
entity,
record.AnimationRuntime as LiveEntityAnimationState);
}
public static void RebindAnimation(
LiveEntityAnimationState animation,
WorldEntity entity,
Setup setup,
float scale,
IReadOnlyList<LiveAnimationPartTemplate> partTemplate,
IReadOnlyList<bool> partAvailability)
{
ArgumentNullException.ThrowIfNull(animation);
ArgumentNullException.ThrowIfNull(entity);
ArgumentNullException.ThrowIfNull(setup);
ArgumentNullException.ThrowIfNull(partTemplate);
ArgumentNullException.ThrowIfNull(partAvailability);
animation.Entity = entity;
animation.Setup = setup;
animation.Scale = scale;
animation.PartTemplate = partTemplate;
animation.PartAvailability = partAvailability;
animation.InvalidatePresentationPoses();
}
public static LiveEntityAppearanceCollisionUpdate? PrepareCollision(
LiveEntityRuntime runtime,
LiveEntityCollisionBuilder builder,
WorldEntity entity,
Setup setup,
IReadOnlyList<uint> effectivePartGfxObjIds,
WorldSession.EntitySpawn spawn,
Vector3 worldOrigin)
{
ArgumentNullException.ThrowIfNull(runtime);
ArgumentNullException.ThrowIfNull(builder);
ArgumentNullException.ThrowIfNull(entity);
ArgumentNullException.ThrowIfNull(setup);
ArgumentNullException.ThrowIfNull(effectivePartGfxObjIds);
if (!runtime.TryGetRecord(spawn.Guid, out LiveEntityRecord record)
|| !ReferenceEquals(record.WorldEntity, entity))
{
return null;
}
return new LiveEntityAppearanceCollisionUpdate(
record,
entity,
builder.Build(
entity,
setup,
effectivePartGfxObjIds,
spawn,
record,
worldOrigin,
retainEmptyPayload: true));
}
public static bool CommitCollision(
LiveEntityRuntime runtime,
ShadowObjectRegistry registry,
LiveEntityAppearanceCollisionUpdate update)
{
ArgumentNullException.ThrowIfNull(runtime);
ArgumentNullException.ThrowIfNull(registry);
ArgumentNullException.ThrowIfNull(update);
if (!runtime.TryGetRecord(update.Record.ServerGuid, out LiveEntityRecord current)
|| !ReferenceEquals(current, update.Record)
|| !ReferenceEquals(current.WorldEntity, update.Entity))
{
return false;
}
LiveEntityCollisionBuilder.ReconcileAppearance(
registry,
update.Entity.Id,
update.Registration,
suspendIfNew: !current.IsSpatiallyVisible
|| current.ProjectionKind is not LiveEntityProjectionKind.World
|| (current.FinalPhysicsState & PhysicsStateFlags.Hidden) != 0);
return true;
}
}

View file

@ -136,12 +136,7 @@ public sealed class InboundPhysicsStateController
return false;
}
accepted = ApplyParent(
child,
update.ParentGuid,
update.ParentLocation,
update.PlacementId,
update.ChildPositionSequence);
accepted = ApplyPositionTimestampOnly(child, update.ChildPositionSequence);
_snapshots[update.ChildGuid] = accepted;
return true;
}
@ -160,13 +155,34 @@ public sealed class InboundPhysicsStateController
return false;
}
accepted = ApplyPositionTimestampOnly(child, update.ChildPositionSequence);
_snapshots[update.ChildGuid] = accepted;
return true;
}
public bool TryCommitParent(
uint childGuid,
uint parentGuid,
uint parentLocation,
uint placementId,
ushort positionSequence,
out WorldSession.EntitySpawn accepted)
{
if (!TryGet(childGuid, out PhysicsTimestampGate? gate, out WorldSession.EntitySpawn child)
|| gate.PositionTimestamp != positionSequence
|| child.PositionSequence != positionSequence)
{
accepted = default;
return false;
}
accepted = ApplyParent(
child,
update.ParentGuid,
update.ParentLocation,
update.PlacementId,
update.ChildPositionSequence);
_snapshots[update.ChildGuid] = accepted;
parentGuid,
parentLocation,
placementId,
positionSequence);
_snapshots[childGuid] = accepted;
return true;
}
@ -595,6 +611,25 @@ public sealed class InboundPhysicsStateController
};
}
private static WorldSession.EntitySpawn ApplyPositionTimestampOnly(
WorldSession.EntitySpawn old,
ushort positionSequence)
{
PhysicsSpawnData? physics = old.Physics;
if (physics is { } desc)
{
physics = desc with
{
Timestamps = desc.Timestamps with { Position = positionSequence },
};
}
return old with
{
PositionSequence = positionSequence,
Physics = physics,
};
}
private static WorldSession.EntitySpawn ApplyParent(
WorldSession.EntitySpawn old,
uint parentGuid,

View file

@ -0,0 +1,175 @@
using AcDream.App.Physics;
using AcDream.App.Rendering.Vfx;
using AcDream.Core.Physics;
using AcDream.Core.Plugins;
namespace AcDream.App.World;
/// <summary>
/// Owns retail <c>CPhysicsObj::leave_world</c>'s App projection tail for a
/// still-live exact record. Component projection is removed before canonical
/// runtime withdrawal, matching the shipped failure/retry boundary.
/// </summary>
internal sealed class LiveEntityProjectionWithdrawalController
{
private readonly LiveEntityRuntime _runtime;
private readonly ProjectileController _projectiles;
private readonly WorldGameState _worldState;
private readonly WorldEvents _worldEvents;
private readonly ShadowObjectRegistry _shadows;
private readonly EntityEffectPoseRegistry _effectPoses;
private readonly LocalPlayerShadowState _localPlayerShadow;
public LiveEntityProjectionWithdrawalController(
LiveEntityRuntime runtime,
ProjectileController projectiles,
WorldGameState worldState,
WorldEvents worldEvents,
ShadowObjectRegistry shadows,
EntityEffectPoseRegistry effectPoses,
LocalPlayerShadowState localPlayerShadow)
{
_runtime = runtime ?? throw new ArgumentNullException(nameof(runtime));
_projectiles = projectiles ?? throw new ArgumentNullException(nameof(projectiles));
_worldState = worldState ?? throw new ArgumentNullException(nameof(worldState));
_worldEvents = worldEvents ?? throw new ArgumentNullException(nameof(worldEvents));
_shadows = shadows ?? throw new ArgumentNullException(nameof(shadows));
_effectPoses = effectPoses ?? throw new ArgumentNullException(nameof(effectPoses));
_localPlayerShadow = localPlayerShadow
?? throw new ArgumentNullException(nameof(localPlayerShadow));
}
public bool Withdraw(uint serverGuid, uint localPlayerGuid)
{
if (!_runtime.TryGetRecord(serverGuid, out LiveEntityRecord record)
|| record.WorldEntity is null)
{
return false;
}
return Withdraw(record, localPlayerGuid);
}
/// <summary>
/// Withdraws only the captured incarnation and projection operation. A
/// leave-world observer may accept a fresh same-generation Position and
/// reproject this record; that newer projection must survive the displaced
/// outer operation just as a newer INSTANCE_TS must.
/// </summary>
public bool Withdraw(LiveEntityRecord record, uint localPlayerGuid)
{
ArgumentNullException.ThrowIfNull(record);
if (!_runtime.IsCurrentRecord(record) || record.WorldEntity is null)
return false;
return Withdraw(
record,
record.PositionAuthorityVersion,
record.ProjectionMutationVersion,
localPlayerGuid);
}
public bool Withdraw(
LiveEntityRecord record,
ulong positionAuthorityVersion,
ulong projectionMutationVersion,
uint localPlayerGuid)
{
ExactProjectionWithdrawalOutcome outcome = WithdrawExact(
record,
positionAuthorityVersion,
projectionMutationVersion,
localPlayerGuid);
if (outcome.Failure is not null)
throw outcome.Failure;
return outcome.Disposition is ExactProjectionWithdrawalDisposition.Completed;
}
public ExactProjectionWithdrawalOutcome WithdrawExact(
LiveEntityRecord record,
ulong positionAuthorityVersion,
ulong projectionMutationVersion,
uint localPlayerGuid)
{
ArgumentNullException.ThrowIfNull(record);
if (!_runtime.IsCurrentRecord(record)
|| record.WorldEntity is null
|| record.PositionAuthorityVersion != positionAuthorityVersion
|| record.ProjectionMutationVersion != projectionMutationVersion)
{
return new(
ExactProjectionWithdrawalDisposition.Superseded,
Failure: null);
}
try
{
LeaveWorld(record, localPlayerGuid);
bool completed = _runtime.WithdrawLiveEntityProjection(
record,
positionAuthorityVersion,
projectionMutationVersion);
return new(
completed
? ExactProjectionWithdrawalDisposition.Completed
: ExactProjectionWithdrawalDisposition.Superseded,
Failure: null);
}
catch (Exception error)
{
bool current = _runtime.IsCurrentRecord(record);
ExactProjectionWithdrawalDisposition disposition =
current
&& record.PositionAuthorityVersion == positionAuthorityVersion
&& record.ProjectionMutationVersion == projectionMutationVersion
&& record.IsSpatiallyProjected
? ExactProjectionWithdrawalDisposition.Pending
: current
&& record.PositionAuthorityVersion == positionAuthorityVersion
&& !record.IsSpatiallyProjected
? ExactProjectionWithdrawalDisposition.Completed
: ExactProjectionWithdrawalDisposition.Superseded;
return new(disposition, error);
}
}
/// <summary>
/// Removes only the shorter world-facing component projection. This exact
/// overload is also used by logical teardown after the active GUID table
/// may already expose a replacement incarnation.
/// </summary>
public void LeaveWorld(LiveEntityRecord record, uint localPlayerGuid)
{
ArgumentNullException.ThrowIfNull(record);
if (record.WorldEntity is not { } entity)
return;
bool retainedProjectileShadow = _projectiles.LeaveWorld(record);
if (!retainedProjectileShadow)
_shadows.Suspend(entity.Id);
_worldState.RemoveById(entity.Id);
_worldEvents.ForgetEntity(entity.Id);
if (record.ServerGuid == localPlayerGuid
&& (!_runtime.TryGetRecord(record.ServerGuid, out LiveEntityRecord current)
|| ReferenceEquals(current, record)))
{
_localPlayerShadow.Clear();
}
// Pose-attached effects keep logical ownership while cell-less. A
// missing pose suppresses stale anchors; re-entry republishes the same
// WorldEntity frames without replaying create-time resources.
_effectPoses.Remove(entity.Id);
}
}
public enum ExactProjectionWithdrawalDisposition
{
Completed,
Pending,
Superseded,
}
public readonly record struct ExactProjectionWithdrawalOutcome(
ExactProjectionWithdrawalDisposition Disposition,
Exception? Failure);

View file

@ -931,6 +931,38 @@ public sealed class LiveEntityRuntime
return true;
}
/// <summary>
/// Exact-incarnation withdrawal used after App leave-world callbacks. A
/// callback may accept a newer INSTANCE_TS for the same GUID; that newer
/// projection must never be withdrawn by the displaced operation.
/// </summary>
public bool WithdrawLiveEntityProjection(LiveEntityRecord expectedRecord)
{
ArgumentNullException.ThrowIfNull(expectedRecord);
return WithdrawLiveEntityProjection(
expectedRecord,
expectedRecord.PositionAuthorityVersion,
expectedRecord.ProjectionMutationVersion);
}
/// <summary>
/// Exact-operation withdrawal used across arbitrary App callbacks. Both
/// the accepted Position authority and projection mutation token are
/// pinned so a same-incarnation re-entry cannot be removed by an older
/// parent/pickup/leave-world operation.
/// </summary>
internal bool WithdrawLiveEntityProjection(
LiveEntityRecord expectedRecord,
ulong expectedPositionAuthorityVersion,
ulong expectedProjectionMutationVersion)
{
ArgumentNullException.ThrowIfNull(expectedRecord);
return IsCurrentRecord(expectedRecord)
&& expectedRecord.PositionAuthorityVersion == expectedPositionAuthorityVersion
&& expectedRecord.ProjectionMutationVersion == expectedProjectionMutationVersion
&& WithdrawLiveEntityProjection(expectedRecord.ServerGuid);
}
/// <summary>
/// Withdraws a still-live projection whose authoritative rollback frame
/// is outside every world cell. Logical owners remain registered.
@ -1515,7 +1547,6 @@ public sealed class LiveEntityRuntime
RefreshRecord(update.ChildGuid, accepted);
if (_recordsByGuid.TryGetValue(update.ChildGuid, out LiveEntityRecord? record))
record.AdvancePositionAuthority();
ClearWorldCell(update.ChildGuid);
}
return applied;
}
@ -1528,11 +1559,43 @@ public sealed class LiveEntityRuntime
RefreshRecord(update.ChildGuid, accepted);
if (_recordsByGuid.TryGetValue(update.ChildGuid, out LiveEntityRecord? record))
record.AdvancePositionAuthority();
ClearWorldCell(update.ChildGuid);
}
return applied;
}
internal bool CommitStagedParent(
ParentAttachmentRelation relation,
out WorldSession.EntitySpawn accepted)
{
bool committed = _inbound.TryCommitParent(
relation.ChildGuid,
relation.ParentGuid,
relation.ParentLocation,
relation.PlacementId,
relation.ChildPositionSequence,
out accepted);
if (committed)
RefreshRecord(relation.ChildGuid, accepted);
return committed;
}
/// <summary>
/// Commits retail <c>CPhysicsObj::set_parent</c>'s cell-less edge only
/// after the parent accepted the child (PartArray + holding-location
/// validation). The POSITION_TS is consumed before this step, matching
/// retail; invalid parent relationships retain the old world projection.
/// </summary>
internal bool CommitAcceptedParentCellless(
LiveEntityRecord record,
ulong positionAuthorityVersion)
{
ArgumentNullException.ThrowIfNull(record);
if (!IsCurrentPositionAuthority(record, positionAuthorityVersion))
return false;
ClearWorldCell(record.ServerGuid);
return IsCurrentPositionAuthority(record, positionAuthorityVersion);
}
public bool TryApplyMotion(
WorldSession.EntityMotionUpdate update,
bool retainPayload,
@ -2154,7 +2217,7 @@ public sealed class LiveEntityRuntime
RefreshSpatialRuntimeIndexes(record);
}
private bool IsCurrentRecord(LiveEntityRecord record) =>
internal bool IsCurrentRecord(LiveEntityRecord record) =>
_recordsByGuid.TryGetValue(record.ServerGuid, out LiveEntityRecord? current)
&& ReferenceEquals(current, record);

View file

@ -6,19 +6,20 @@ namespace AcDream.App.World;
/// <summary>
/// Update-thread state machine for parent relations that may arrive before
/// either CreateObject. Unaccepted wire events remain in arrival order;
/// rollback history contains only relations that passed the canonical retail
/// timestamp gate.
/// committed rollback history contains only relations that passed both the
/// canonical retail timestamp gate and retail <c>PartArray::add_child</c>
/// validation.
/// </summary>
public sealed class ParentAttachmentState
{
private readonly Dictionary<uint, Queue<ParentAttachmentRelation>> _unresolvedByChild = new();
private readonly Dictionary<uint, ParentAttachmentRelation> _projectionByChild = new();
private readonly Dictionary<uint, ParentAttachmentRelation> _stagedByChild = new();
private readonly Dictionary<uint, ParentAttachmentRelation> _recoveryByChild = new();
private readonly Dictionary<uint, ParentAttachmentRelation> _lastAcceptedByChild = new();
public void AcceptCreateObjectRelation(ParentAttachmentRelation relation)
{
_projectionByChild[relation.ChildGuid] = relation;
_lastAcceptedByChild[relation.ChildGuid] = relation;
_stagedByChild[relation.ChildGuid] = relation;
}
public void Enqueue(ParentEvent.Parsed update)
@ -50,6 +51,8 @@ public sealed class ParentAttachmentState
Func<uint, ushort?> resolveInstance,
Func<ParentEvent.Parsed, bool> accept)
{
if (_stagedByChild.ContainsKey(childGuid))
return;
if (!_unresolvedByChild.TryGetValue(childGuid, out Queue<ParentAttachmentRelation>? queue))
return;
int candidateCount = queue.Count;
@ -95,8 +98,11 @@ public sealed class ParentAttachmentState
if (!accept(update))
continue;
_projectionByChild[childGuid] = relation;
_lastAcceptedByChild[childGuid] = relation;
_stagedByChild[childGuid] = relation with
{
WaitOwner = ParentAttachmentWaitOwner.Unknown,
};
break;
}
if (queue.Count == 0)
@ -104,22 +110,109 @@ public sealed class ParentAttachmentState
}
public bool TryGetProjection(uint childGuid, out ParentAttachmentRelation relation) =>
_projectionByChild.TryGetValue(childGuid, out relation);
_stagedByChild.TryGetValue(childGuid, out relation)
|| _recoveryByChild.TryGetValue(childGuid, out relation);
public void MarkProjected(uint childGuid) => _projectionByChild.Remove(childGuid);
public bool TryGetStagedProjection(
uint childGuid,
out ParentAttachmentRelation relation) =>
_stagedByChild.TryGetValue(childGuid, out relation);
public bool TryGetRecoveryProjection(
uint childGuid,
out ParentAttachmentRelation relation) =>
_recoveryByChild.TryGetValue(childGuid, out relation);
public void CopyPendingProjectionChildrenTo(List<uint> destination)
{
ArgumentNullException.ThrowIfNull(destination);
destination.Clear();
foreach (uint childGuid in _stagedByChild.Keys)
destination.Add(childGuid);
foreach (uint childGuid in _recoveryByChild.Keys)
{
if (!_stagedByChild.ContainsKey(childGuid))
destination.Add(childGuid);
}
}
public bool IsCommitted(ParentAttachmentRelation relation) =>
_lastAcceptedByChild.TryGetValue(
relation.ChildGuid,
out ParentAttachmentRelation committed)
&& committed == relation;
public bool IsPending(
ParentAttachmentRelation relation,
ParentProjectionCandidateKind kind) =>
(kind is ParentProjectionCandidateKind.Staged
? _stagedByChild
: _recoveryByChild).TryGetValue(
relation.ChildGuid,
out ParentAttachmentRelation pending)
&& pending == relation;
public void MarkProjected(
ParentAttachmentRelation relation,
ParentProjectionCandidateKind kind)
{
Dictionary<uint, ParentAttachmentRelation> source =
kind is ParentProjectionCandidateKind.Staged
? _stagedByChild
: _recoveryByChild;
if (source.TryGetValue(
relation.ChildGuid,
out ParentAttachmentRelation pending)
&& pending == relation)
{
source.Remove(relation.ChildGuid);
}
}
public bool CommitProjection(ParentAttachmentRelation relation)
{
if (!_stagedByChild.TryGetValue(
relation.ChildGuid,
out ParentAttachmentRelation staged)
|| staged != relation)
{
return false;
}
_lastAcceptedByChild[relation.ChildGuid] = relation;
_stagedByChild.Remove(relation.ChildGuid);
_recoveryByChild[relation.ChildGuid] = relation;
return true;
}
public void RejectProjection(ParentAttachmentRelation relation)
{
if (_stagedByChild.TryGetValue(
relation.ChildGuid,
out ParentAttachmentRelation staged)
&& staged == relation)
{
_stagedByChild.Remove(relation.ChildGuid);
}
}
public bool RestoreLastAccepted(uint childGuid)
{
if (!_lastAcceptedByChild.TryGetValue(childGuid, out ParentAttachmentRelation relation))
return false;
_projectionByChild[childGuid] = relation;
_recoveryByChild[childGuid] = relation;
return true;
}
public IReadOnlyList<uint> ChildrenWaitingForParent(uint parentGuid)
{
var result = new HashSet<uint>();
foreach ((uint childGuid, ParentAttachmentRelation relation) in _projectionByChild)
foreach ((uint childGuid, ParentAttachmentRelation relation) in _stagedByChild)
{
if (relation.ParentGuid == parentGuid)
result.Add(childGuid);
}
foreach ((uint childGuid, ParentAttachmentRelation relation) in _recoveryByChild)
{
if (relation.ParentGuid == parentGuid)
result.Add(childGuid);
@ -136,11 +229,13 @@ public sealed class ParentAttachmentState
public void RemoveObject(uint guid)
{
_projectionByChild.Remove(guid);
_stagedByChild.Remove(guid);
_recoveryByChild.Remove(guid);
_lastAcceptedByChild.Remove(guid);
_unresolvedByChild.Remove(guid);
RemoveParentReferences(_projectionByChild, guid);
RemoveParentReferences(_stagedByChild, guid);
RemoveParentReferences(_recoveryByChild, guid);
RemoveParentReferences(_lastAcceptedByChild, guid);
uint[] children = _unresolvedByChild.Keys.ToArray();
@ -165,9 +260,11 @@ public sealed class ParentAttachmentState
FilterChildCandidates(
guid,
relation => relation.WaitOwner is ParentAttachmentWaitOwner.Parent);
_projectionByChild.Remove(guid);
_stagedByChild.Remove(guid);
_recoveryByChild.Remove(guid);
_lastAcceptedByChild.Remove(guid);
RemoveParentReferences(_projectionByChild, guid);
RemoveParentReferences(_stagedByChild, guid);
RemoveParentReferences(_recoveryByChild, guid);
RemoveParentReferences(_lastAcceptedByChild, guid);
FilterParentCandidates(
guid,
@ -187,9 +284,11 @@ public sealed class ParentAttachmentState
FilterChildCandidates(
guid,
relation => relation.WaitOwner is ParentAttachmentWaitOwner.Parent);
_projectionByChild.Remove(guid);
_stagedByChild.Remove(guid);
_recoveryByChild.Remove(guid);
_lastAcceptedByChild.Remove(guid);
RemoveParentReferences(_projectionByChild, guid);
RemoveParentReferences(_stagedByChild, guid);
RemoveParentReferences(_recoveryByChild, guid);
RemoveParentReferences(_lastAcceptedByChild, guid);
FilterParentCandidates(
guid,
@ -204,13 +303,15 @@ public sealed class ParentAttachmentState
/// </summary>
public void EndChildProjection(uint childGuid)
{
_projectionByChild.Remove(childGuid);
_stagedByChild.Remove(childGuid);
_recoveryByChild.Remove(childGuid);
_lastAcceptedByChild.Remove(childGuid);
}
public void RemoveChild(uint childGuid)
{
_projectionByChild.Remove(childGuid);
_stagedByChild.Remove(childGuid);
_recoveryByChild.Remove(childGuid);
_lastAcceptedByChild.Remove(childGuid);
_unresolvedByChild.Remove(childGuid);
}
@ -218,7 +319,8 @@ public sealed class ParentAttachmentState
public void Clear()
{
_unresolvedByChild.Clear();
_projectionByChild.Clear();
_stagedByChild.Clear();
_recoveryByChild.Clear();
_lastAcceptedByChild.Clear();
}
@ -286,3 +388,9 @@ public enum ParentAttachmentWaitOwner
Parent,
Child,
}
public enum ParentProjectionCandidateKind
{
Staged,
Recovery,
}

View file

@ -216,6 +216,92 @@ public sealed class ShadowObjectRegistry
CollisionType: ShadowCollisionType.BSP, CylHeight: 0f, Scale: 1f);
}
/// <summary>
/// Replaces an existing live PartArray collision payload in its current
/// shadow-cell membership. Retail <c>CPartArray::SetPart</c> changes the
/// part read by later collision tests; it does not recalculate cross-cells.
/// A suspended owner updates only its retained payload. A newly shaped
/// owner may perform its first flood, then immediately suspend when its
/// canonical projection is Hidden, attached, or cell-less.
/// </summary>
public void ReplaceMultiPartPayload(
uint entityId,
Vector3 entityWorldPos,
Quaternion entityWorldRot,
System.Collections.Generic.IReadOnlyList<ShadowShape> shapes,
uint state,
EntityCollisionFlags flags,
float worldOffsetX,
float worldOffsetY,
uint landblockId,
uint seedCellId = 0u,
bool isStatic = false,
bool suspendIfNew = false)
{
if (!_entityReg.TryGetValue(entityId, out RegistrationRecord? prior)
|| !prior.IsMultiPart)
{
if (shapes.Count == 0)
return;
RegisterMultiPart(
entityId,
entityWorldPos,
entityWorldRot,
shapes,
state,
flags,
worldOffsetX,
worldOffsetY,
landblockId,
seedCellId,
isStatic);
if (suspendIfNew)
Suspend(entityId);
return;
}
bool suspended = _suspendedEntities.Contains(entityId);
_entityShapes[entityId] = shapes;
_entityReg[entityId] = prior with
{
EntityWorldPos = entityWorldPos,
EntityWorldRot = entityWorldRot,
State = state,
Flags = flags,
};
if (suspended || !_entityToCells.TryGetValue(entityId, out List<uint>? cells))
return;
foreach (uint cellId in cells)
{
if (_cells.TryGetValue(cellId, out List<ShadowEntry>? entries))
entries.RemoveAll(entry => entry.EntityId == entityId);
}
foreach (ShadowShape shape in shapes)
{
Vector3 partWorldPos = entityWorldPos
+ Vector3.Transform(shape.LocalPosition, entityWorldRot);
Quaternion partWorldRot = entityWorldRot * shape.LocalRotation;
var entry = new ShadowEntry(
EntityId: entityId,
GfxObjId: shape.GfxObjId,
Position: partWorldPos,
Rotation: partWorldRot,
Radius: shape.Radius,
CollisionType: shape.CollisionType,
CylHeight: shape.CylHeight,
Scale: shape.Scale,
State: state,
Flags: flags,
LocalPosition: shape.LocalPosition,
LocalRotation: shape.LocalRotation);
foreach (uint cellId in cells)
AddEntryToCell(entry, cellId);
}
}
/// <summary>
/// Retail flood-sphere rule (CylSphere overload, Ghidra 0x0052b9f0):
/// when the object has cylinder shapes, each contributes one sphere at

View file

@ -50,11 +50,16 @@ public static class ShadowShapeBuilder
/// placement frame per part (entities with no motion table, and the
/// CylSphere/Sphere shapes, are unaffected — retail poses those from
/// the setup too).</param>
/// <param name="effectivePartGfxObjIds">Current part identities after
/// retail <c>AnimPartChanged</c> processing. Collision keeps each Setup
/// index and pose, but reads PhysicsBSP from the installed replacement.
/// Null or short lists fall back to the Setup identity.</param>
public static IReadOnlyList<ShadowShape> FromSetup(
Setup setup,
float entScale,
Func<uint, bool> hasPhysicsBsp,
IReadOnlyList<Frame>? partPoseOverride = null)
IReadOnlyList<Frame>? partPoseOverride = null,
IReadOnlyList<uint>? effectivePartGfxObjIds = null)
{
if (setup is null) throw new ArgumentNullException(nameof(setup));
if (hasPhysicsBsp is null) throw new ArgumentNullException(nameof(hasPhysicsBsp));
@ -102,7 +107,14 @@ public static class ShadowShapeBuilder
AnimationFrame? placementFrame = ResolvePlacementFrame(setup);
for (int i = 0; i < setup.Parts.Count; i++)
{
uint gfxId = (uint)setup.Parts[i];
// Retail CPhysicsPart::SetPart installs AnimPartChanged's current
// degrade array before CPartArray::FindObjCollisions reads it.
// Keep the stable Setup part index/pose, but source collision
// identity from that effective part when one was supplied.
uint gfxId = effectivePartGfxObjIds is not null
&& i < effectivePartGfxObjIds.Count
? effectivePartGfxObjIds[i]
: (uint)setup.Parts[i];
if (!hasPhysicsBsp(gfxId)) continue;
Frame partFrame;

View file

@ -3505,7 +3505,7 @@ public sealed class Transition
/// PathClipped movers + airborne head-sphere hits. Non-PerfectClip records the
/// center-to-center collision normal and hard-stops (the M1.5 load-bearing
/// path — players never set PerfectClip). PerfectClip gets the exact
/// time-of-impact reposition (missiles only — AP-84, dead in M1.5, ported per
/// time-of-impact reposition (missiles only — AP-91, dead in M1.5, ported per
/// ACE Sphere.cs:175-210; re-verify vs Ghidra before missiles ship).
/// </summary>
private TransitionState SphereCollideWithPoint(ShadowEntry obj, SpherePath sp,
@ -3521,7 +3521,7 @@ public sealed class Transition
return TransitionState.Collided;
}
// PerfectClip exact time-of-impact (AP-84 — dead in M1.5). Block offset = 0.
// PerfectClip exact time-of-impact (AP-91 — dead in M1.5). Block offset = 0.
Vector3 checkOffset = checkSphere.Origin - gCenter;
double toi = FindSphereTimeOfCollision(checkOffset, globalOffset, radsum + PhysicsGlobals.EPSILON);
if (toi < PhysicsGlobals.EPSILON || toi > 1.0)

View file

@ -0,0 +1,358 @@
using System.Numerics;
using AcDream.App.Physics;
using AcDream.App.World;
using AcDream.Core.Items;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
namespace AcDream.App.Tests.Physics;
public sealed class LiveEntityCollisionBuilderTests
{
private const uint Guid = 0x70000100u;
private const uint Cell = 0x01010001u;
[Fact]
public void EffectivePartResolution_IsSetupAndVisualOptionIndependent()
{
uint[] resolved = LiveEntityCollisionBuilder.ResolveEffectivePartIdentities(
[0x01001000u, 0x01002000u],
id => id == 0x01001000u ? 0x01001001u : id);
Assert.Equal([0x01001001u, 0x01002000u], resolved);
}
[Fact]
public void RadiusFallback_UsesExactStateFlagsScaleAndFullSeedCell()
{
var setup = new Setup { Radius = 0.75f, Height = 2.5f };
WorldSession.EntitySpawn spawn = Spawn(
scale: 2f,
itemType: (uint)ItemType.Creature,
descriptionFlags: 0x28u);
var record = new LiveEntityRecord(spawn)
{
FinalPhysicsState = PhysicsStateFlags.Hidden | PhysicsStateFlags.Static,
};
WorldEntity entity = Entity();
record.WorldEntity = entity;
var builder = Builder();
LiveEntityCollisionRegistration registration = Assert.IsType<LiveEntityCollisionRegistration>(
builder.Build(entity, setup, Array.Empty<uint>(), spawn, record, new Vector3(192f, -192f, 0f)));
ShadowShape shape = Assert.Single(registration.Shapes);
Assert.Equal(ShadowCollisionType.Cylinder, shape.CollisionType);
Assert.Equal(1.5f, shape.Radius);
Assert.Equal(5f, shape.CylHeight);
Assert.Equal((uint)record.FinalPhysicsState, registration.State);
Assert.True(registration.Flags.HasFlag(EntityCollisionFlags.HasWeenie));
Assert.True(registration.Flags.HasFlag(EntityCollisionFlags.IsCreature));
Assert.True(registration.Flags.HasFlag(EntityCollisionFlags.IsPlayer));
Assert.True(registration.Flags.HasFlag(EntityCollisionFlags.IsPK));
Assert.Equal(Cell, registration.LandblockId);
Assert.Equal(Cell, registration.SeedCellId);
Assert.Equal((192f, -192f), (registration.WorldOffsetX, registration.WorldOffsetY));
}
[Fact]
public void BspOnlyPart_UsesRealScaledPhysicsBoundingRadius()
{
const uint part = 0x0100ABCDu;
var setup = new Setup();
setup.Parts.Add(part);
WorldSession.EntitySpawn spawn = Spawn(scale: 1.5f);
var record = new LiveEntityRecord(spawn);
WorldEntity entity = Entity();
record.WorldEntity = entity;
var builder = new LiveEntityCollisionBuilder(
id => id == part,
id => id == part ? 3f : null,
PoseResolver());
LiveEntityCollisionRegistration registration = Assert.IsType<LiveEntityCollisionRegistration>(
builder.Build(entity, setup, [part], spawn, record, Vector3.Zero));
ShadowShape shape = Assert.Single(registration.Shapes);
Assert.Equal(ShadowCollisionType.BSP, shape.CollisionType);
Assert.Equal(4.5f, shape.Radius);
Assert.Equal(part, shape.GfxObjId);
}
[Fact]
public void EffectiveReplacementWithoutPhysicsBsp_RemovesBasePartCollision()
{
const uint basePart = 0x0100AB01u;
const uint replacement = 0x0100AB02u;
var setup = new Setup();
setup.Parts.Add(basePart);
WorldSession.EntitySpawn spawn = Spawn(scale: 1f);
var record = new LiveEntityRecord(spawn);
WorldEntity entity = Entity();
record.WorldEntity = entity;
var builder = new LiveEntityCollisionBuilder(
id => id == basePart,
_ => 1f,
PoseResolver());
Assert.Null(builder.Build(
entity,
setup,
[replacement],
spawn,
record,
Vector3.Zero));
}
[Fact]
public void EffectiveReplacementWithPhysicsBsp_AddsReplacementCollision()
{
const uint basePart = 0x0100AB11u;
const uint replacement = 0x0100AB12u;
var setup = new Setup();
setup.Parts.Add(basePart);
WorldSession.EntitySpawn spawn = Spawn(scale: 1f);
var record = new LiveEntityRecord(spawn);
WorldEntity entity = Entity();
record.WorldEntity = entity;
var builder = new LiveEntityCollisionBuilder(
id => id == replacement,
id => id == replacement ? 2.25f : null,
PoseResolver());
LiveEntityCollisionRegistration registration =
Assert.IsType<LiveEntityCollisionRegistration>(builder.Build(
entity,
setup,
[replacement],
spawn,
record,
Vector3.Zero));
ShadowShape shape = Assert.Single(registration.Shapes);
Assert.Equal(replacement, shape.GfxObjId);
Assert.Equal(2.25f, shape.Radius);
}
[Fact]
public void ReconcileAppearance_VisibleReplacementWithoutBspRemovesOldPayload()
{
const uint basePart = 0x0100AC01u;
const uint replacement = 0x0100AC02u;
var setup = new Setup();
setup.Parts.Add(basePart);
WorldSession.EntitySpawn spawn = Spawn(scale: 1f);
var record = new LiveEntityRecord(spawn);
WorldEntity entity = Entity();
record.WorldEntity = entity;
var builder = new LiveEntityCollisionBuilder(
id => id == basePart,
_ => 1f,
PoseResolver());
LiveEntityCollisionRegistration initial =
Assert.IsType<LiveEntityCollisionRegistration>(builder.Build(
entity, setup, [basePart], spawn, record, Vector3.Zero));
var registry = new ShadowObjectRegistry();
LiveEntityCollisionBuilder.Register(registry, initial);
LiveEntityCollisionRegistration? changed = builder.Build(
entity, setup, [replacement], spawn, record, Vector3.Zero,
retainEmptyPayload: true);
LiveEntityCollisionBuilder.ReconcileAppearance(
registry, entity.Id, changed, suspendIfNew: false);
Assert.Equal(1, registry.RetainedRegistrationCount);
Assert.DoesNotContain(
registry.GetObjectsInCell(Cell),
entry => entry.EntityId == entity.Id);
}
[Fact]
public void ReconcileAppearance_SuspendedReplacementRetainsNewPayloadUntilRestore()
{
const uint basePart = 0x0100AC11u;
const uint replacement = 0x0100AC12u;
var setup = new Setup();
setup.Parts.Add(basePart);
WorldSession.EntitySpawn spawn = Spawn(scale: 1f);
var record = new LiveEntityRecord(spawn);
WorldEntity entity = Entity();
record.WorldEntity = entity;
var builder = new LiveEntityCollisionBuilder(
id => id == basePart || id == replacement,
_ => 1f,
PoseResolver());
LiveEntityCollisionRegistration initial =
Assert.IsType<LiveEntityCollisionRegistration>(builder.Build(
entity, setup, [basePart], spawn, record, Vector3.Zero));
var registry = new ShadowObjectRegistry();
LiveEntityCollisionBuilder.Register(registry, initial);
Assert.True(registry.Suspend(entity.Id));
LiveEntityCollisionRegistration changed =
Assert.IsType<LiveEntityCollisionRegistration>(builder.Build(
entity, setup, [replacement], spawn, record, Vector3.Zero));
LiveEntityCollisionBuilder.ReconcileAppearance(
registry, entity.Id, changed, suspendIfNew: true);
Assert.Equal(1, registry.RetainedRegistrationCount);
Assert.Equal(1, registry.SuspendedRegistrationCount);
Assert.DoesNotContain(
registry.GetObjectsInCell(Cell),
entry => entry.EntityId == entity.Id);
LiveEntityCollisionRegistration empty =
Assert.IsType<LiveEntityCollisionRegistration>(builder.Build(
entity,
setup,
[0x0100AC13u],
spawn,
record,
Vector3.Zero,
retainEmptyPayload: true));
LiveEntityCollisionBuilder.ReconcileAppearance(
registry, entity.Id, empty, suspendIfNew: true);
LiveEntityCollisionBuilder.ReconcileAppearance(
registry, entity.Id, changed, suspendIfNew: true);
Assert.Equal(1, registry.RetainedRegistrationCount);
Assert.Equal(1, registry.SuspendedRegistrationCount);
registry.UpdatePosition(
entity.Id,
entity.Position,
entity.Rotation,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: Cell,
seedCellId: Cell);
ShadowEntry restored = Assert.Single(
registry.GetObjectsInCell(Cell),
entry => entry.EntityId == entity.Id);
Assert.Equal(replacement, restored.GfxObjId);
Assert.Equal(0, registry.SuspendedRegistrationCount);
}
[Fact]
public void ReconcileAppearance_ExistingMembershipDoesNotDependOnNewFlood()
{
const uint basePart = 0x0100AC21u;
const uint replacement = 0x0100AC22u;
var setup = new Setup();
setup.Parts.Add(basePart);
WorldSession.EntitySpawn spawn = Spawn(scale: 1f);
var record = new LiveEntityRecord(spawn);
WorldEntity entity = Entity();
record.WorldEntity = entity;
var builder = new LiveEntityCollisionBuilder(
id => id == basePart || id == replacement,
_ => 1f,
PoseResolver());
LiveEntityCollisionRegistration initial =
Assert.IsType<LiveEntityCollisionRegistration>(builder.Build(
entity, setup, [basePart], spawn, record, Vector3.Zero));
var registry = new ShadowObjectRegistry();
LiveEntityCollisionBuilder.Register(registry, initial);
LiveEntityCollisionRegistration changed =
Assert.IsType<LiveEntityCollisionRegistration>(builder.Build(
entity, setup, [replacement], spawn, record, Vector3.Zero))
with
{
LandblockId = 0u,
SeedCellId = 0u,
};
LiveEntityCollisionBuilder.ReconcileAppearance(
registry, entity.Id, changed, suspendIfNew: false);
ShadowEntry entry = Assert.Single(
registry.GetObjectsInCell(Cell),
candidate => candidate.EntityId == entity.Id);
Assert.Equal(replacement, entry.GfxObjId);
}
[Fact]
public void ShapelessSetup_ProducesNoRegistration()
{
WorldSession.EntitySpawn spawn = Spawn(scale: 1f);
var record = new LiveEntityRecord(spawn);
WorldEntity entity = Entity();
record.WorldEntity = entity;
Assert.Null(Builder().Build(
entity,
new Setup(),
Array.Empty<uint>(),
spawn,
record,
Vector3.Zero));
}
[Fact]
public void Build_RejectsDifferentRecordIncarnation()
{
WorldSession.EntitySpawn spawn = Spawn(scale: 1f);
var expected = new LiveEntityRecord(spawn);
var other = new LiveEntityRecord(spawn with { InstanceSequence = 2 });
WorldEntity entity = Entity();
expected.WorldEntity = entity;
other.WorldEntity = entity;
Assert.Throws<InvalidOperationException>(() => Builder().Build(
entity,
new Setup { Radius = 1f },
Array.Empty<uint>(),
spawn,
other,
Vector3.Zero));
}
private static LiveEntityCollisionBuilder Builder() => new(
_ => false,
_ => null,
PoseResolver());
private static LiveEntityDefaultPoseResolver PoseResolver() => new(
_ => null,
new NullAnimationLoader(),
dumpMotion: false);
private static WorldEntity Entity() => new()
{
Id = 101u,
ServerGuid = Guid,
SourceGfxObjOrSetupId = 0x02000100u,
Position = new Vector3(4f, 5f, 6f),
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
ParentCellId = Cell,
};
private static WorldSession.EntitySpawn Spawn(
float scale,
uint? itemType = null,
uint? descriptionFlags = null) =>
new(
Guid,
new CreateObject.ServerPosition(Cell, 4f, 5f, 6f, 1f, 0f, 0f, 0f),
0x02000100u,
Array.Empty<CreateObject.AnimPartChange>(),
Array.Empty<CreateObject.TextureChange>(),
Array.Empty<CreateObject.SubPaletteSwap>(),
BasePaletteId: null,
ObjScale: scale,
Name: "collision fixture",
ItemType: itemType,
MotionState: null,
MotionTableId: null,
PhysicsState: 0u,
ObjectDescriptionFlags: descriptionFlags,
InstanceSequence: 1);
private sealed class NullAnimationLoader : IAnimationLoader
{
public Animation? LoadAnimation(uint id) => null;
}
}

File diff suppressed because it is too large Load diff

View file

@ -1,5 +1,10 @@
using System.Numerics;
using AcDream.App.Rendering;
using AcDream.App.Physics;
using AcDream.App.Streaming;
using AcDream.App.World;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
@ -8,6 +13,50 @@ namespace AcDream.App.Tests.Rendering;
public sealed class LiveAppearanceAnimationTests
{
[Fact]
public void Capture_UsesCanonicalRecordEntityAndAnimationOwner()
{
const uint guid = 0x70000002u;
var runtime = new AcDream.App.World.LiveEntityRuntime(
new AcDream.App.Streaming.GpuWorldState(),
new AcDream.App.World.DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
var record = runtime.RegisterLiveEntity(new AcDream.Core.Net.WorldSession.EntitySpawn(
guid,
Position: null,
SetupTableId: null,
AnimPartChanges: Array.Empty<AcDream.Core.Net.Messages.CreateObject.AnimPartChange>(),
TextureChanges: Array.Empty<AcDream.Core.Net.Messages.CreateObject.TextureChange>(),
SubPalettes: Array.Empty<AcDream.Core.Net.Messages.CreateObject.SubPaletteSwap>(),
BasePaletteId: null,
ObjScale: null,
Name: "appearance fixture",
ItemType: null,
MotionState: null,
MotionTableId: null,
InstanceSequence: 1)).Record!;
WorldEntity entity = Entity(0x70000002u, 0x01000001u);
var state = new LiveEntityAnimationState
{
Entity = entity,
Setup = new Setup(),
Animation = new Animation(),
LowFrame = 0,
HighFrame = 0,
Framerate = 0f,
Scale = 1f,
PartTemplate = Array.Empty<LiveAnimationPartTemplate>(),
PartAvailability = Array.Empty<bool>(),
};
record.WorldEntity = entity;
record.AnimationRuntime = state;
LiveEntityAppearanceUpdateState captured = Assert.IsType<LiveEntityAppearanceUpdateState>(
LiveEntityAppearanceBinding.Capture(runtime, guid));
Assert.Same(entity, captured.Entity);
Assert.Same(state, captured.Animation);
}
[Fact]
public void RebindAppearance_PreservesEntitySequencerAndPlaybackState()
{
@ -36,7 +85,7 @@ public sealed class LiveAppearanceAnimationTests
];
oldEntity.ApplyAppearance(dressedParts, paletteOverride: null, partOverrides: []);
GameWindow.RebindAnimatedEntityForAppearance(
LiveEntityAppearanceBinding.RebindAnimation(
state,
oldEntity,
setup,
@ -57,6 +106,88 @@ public sealed class LiveAppearanceAnimationTests
state.PartTemplate.Select(part => part.GfxObjId));
}
[Fact]
public void CollisionCommit_DelayedOldIncarnationCannotMutateGuidReplacement()
{
const uint guid = 0x70000010u;
const uint cell = 0x01010001u;
var spatial = new GpuWorldState();
spatial.AddLandblock(new LoadedLandblock(
0x0101FFFFu,
new LandBlock(),
Array.Empty<WorldEntity>()));
var runtime = new LiveEntityRuntime(
spatial,
new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
WorldSession.EntitySpawn first = Spawn(guid, cell, instance: 1);
runtime.RegisterLiveEntity(first);
WorldEntity oldEntity = runtime.MaterializeLiveEntity(
guid,
cell,
id => new WorldEntity
{
Id = id,
ServerGuid = guid,
SourceGfxObjOrSetupId = 0x02000010u,
Position = Vector3.One,
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
ParentCellId = cell,
})!;
var registry = new ShadowObjectRegistry();
registry.Register(
oldEntity.Id,
0x01000010u,
oldEntity.Position,
oldEntity.Rotation,
radius: 0.5f,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: cell,
seedCellId: cell,
isStatic: false);
var builder = new LiveEntityCollisionBuilder(
_ => false,
_ => null,
new LiveEntityDefaultPoseResolver(
_ => null,
new NullLoader(),
dumpMotion: false));
LiveEntityAppearanceCollisionUpdate update =
Assert.IsType<LiveEntityAppearanceCollisionUpdate>(
LiveEntityAppearanceBinding.PrepareCollision(
runtime,
builder,
oldEntity,
new Setup(),
Array.Empty<uint>(),
first,
Vector3.Zero));
runtime.RegisterLiveEntity(Spawn(guid, cell, instance: 2));
Assert.False(LiveEntityAppearanceBinding.CommitCollision(
runtime,
registry,
update));
Assert.Equal(1, registry.RetainedRegistrationCount);
}
private static WorldSession.EntitySpawn Spawn(uint guid, uint cell, ushort instance) => new(
guid,
new CreateObject.ServerPosition(cell, 1f, 1f, 1f, 1f, 0f, 0f, 0f),
0x02000010u,
Array.Empty<CreateObject.AnimPartChange>(),
Array.Empty<CreateObject.TextureChange>(),
Array.Empty<CreateObject.SubPaletteSwap>(),
BasePaletteId: null,
ObjScale: 1f,
Name: "appearance collision fixture",
ItemType: null,
MotionState: null,
MotionTableId: null,
InstanceSequence: instance);
private static WorldEntity Entity(uint id, uint gfxObjId) => new()
{
Id = id,

View file

@ -134,7 +134,7 @@ public sealed class LiveEntityAnimationPresenterTests
replacementSetup.DefaultScale.Add(Vector3.One);
fixture.Entity.MeshRefs = [new MeshRef(0x01000009u, Matrix4x4.Identity)];
fixture.Entity.SetIndexedPartPoses([Matrix4x4.Identity], [true]);
GameWindow.RebindAnimatedEntityForAppearance(
LiveEntityAppearanceBinding.RebindAnimation(
fixture.State,
fixture.Entity,
replacementSetup,
@ -169,7 +169,7 @@ public sealed class LiveEntityAnimationPresenterTests
var replacement = new Setup();
replacement.Parts.Add(0x01000099u);
replacement.DefaultScale.Add(Vector3.One);
GameWindow.RebindAnimatedEntityForAppearance(
LiveEntityAppearanceBinding.RebindAnimation(
fixture.State,
fixture.Entity,
replacement,

View file

@ -453,6 +453,78 @@ public sealed class EntitySpawnAdapterLifetimeTests
Assert.Equal(0, meshes.TotalReferenceCount);
}
[Fact]
public void AppearanceChange_AfterPublicationRunsBeforeOldRetirement()
{
const uint guid = 0x7400C100u;
const ulong oldMesh = 0x01000A10u;
const ulong newMesh = 0x01000A11u;
var meshes = new CallbackMeshAdapter();
var adapter = new EntitySpawnAdapter(
new RecordingTextureLifetime(), _ => MakeSequencer(), meshes);
WorldEntity entity = MakeEntity(152u, guid);
entity.MeshRefs = [new MeshRef((uint)oldMesh, Matrix4x4.Identity)];
adapter.OnCreate(entity);
Assert.True(adapter.SetPresentationResident(entity, resident: true));
meshes.Operations.Clear();
MeshRef[] replacement = [new MeshRef((uint)newMesh, Matrix4x4.Identity)];
Assert.True(adapter.OnAppearanceChanged(
entity,
replacement,
[],
() =>
{
meshes.Operations.Add("publish");
entity.ApplyAppearance(replacement, paletteOverride: null, []);
},
() =>
{
Assert.Same(replacement, entity.MeshRefs);
Assert.Equal(1, meshes.ReferenceCounts[oldMesh]);
Assert.Equal(1, meshes.ReferenceCounts[newMesh]);
meshes.Operations.Add("after-publication");
}));
int afterPublication = meshes.Operations.IndexOf("after-publication");
Assert.True(meshes.Operations.IndexOf("publish") < afterPublication);
Assert.True(meshes.Operations.IndexOf($"decrement:{oldMesh:X8}") > afterPublication);
Assert.True(adapter.OnRemove(entity));
Assert.Equal(0, meshes.TotalReferenceCount);
}
[Fact]
public void AppearanceChange_AfterPublicationFailureKeepsCommittedSetAndRetryRetiresOld()
{
const uint guid = 0x7400C200u;
const ulong oldMesh = 0x01000A20u;
const ulong newMesh = 0x01000A21u;
var meshes = new RefCountingMeshAdapter();
var adapter = new EntitySpawnAdapter(
new RecordingTextureLifetime(), _ => MakeSequencer(), meshes);
WorldEntity entity = MakeEntity(153u, guid);
entity.MeshRefs = [new MeshRef((uint)oldMesh, Matrix4x4.Identity)];
adapter.OnCreate(entity);
Assert.True(adapter.SetPresentationResident(entity, resident: true));
MeshRef[] replacement = [new MeshRef((uint)newMesh, Matrix4x4.Identity)];
Assert.Throws<InvalidOperationException>(() => adapter.OnAppearanceChanged(
entity,
replacement,
[],
() => entity.ApplyAppearance(replacement, paletteOverride: null, []),
() => throw new InvalidOperationException("injected dependent publication failure")));
Assert.Same(replacement, entity.MeshRefs);
Assert.Equal(1, meshes.ReferenceCounts[oldMesh]);
Assert.Equal(1, meshes.ReferenceCounts[newMesh]);
Assert.True(adapter.SetPresentationResident(entity, resident: true));
Assert.False(meshes.ReferenceCounts.ContainsKey(oldMesh));
Assert.Equal(1, meshes.ReferenceCounts[newMesh]);
Assert.True(adapter.OnRemove(entity));
Assert.Equal(0, meshes.TotalReferenceCount);
}
[Fact]
public void AppearanceChange_WhileSuspended_OnlyReplacementSetIsAcquiredOnResume()
{

View file

@ -0,0 +1,51 @@
using System.Collections;
using System.Reflection;
using AcDream.App.Physics;
using AcDream.App.Rendering;
using AcDream.App.World;
namespace AcDream.App.Tests.World;
public sealed class GameWindowLiveEntityCompositionTests
{
private const BindingFlags PrivateImplementation =
BindingFlags.Instance | BindingFlags.Static | BindingFlags.NonPublic;
[Theory]
[InlineData("RegisterLiveEntityCollision")]
[InlineData("MotionTableDefaultPose")]
[InlineData("LeaveWorldLiveEntityRuntimeComponents")]
[InlineData("WithdrawLiveEntityWorldProjection")]
[InlineData("RebindAnimatedEntityForAppearance")]
public void GameWindow_DoesNotReacquireExtractedLiveEntityBodies(string methodName)
{
Assert.Null(typeof(GameWindow).GetMethod(methodName, PrivateImplementation));
}
[Fact]
public void GameWindow_DoesNotOwnAnAppearanceUpdateStateType()
{
Assert.Null(typeof(GameWindow).GetNestedType(
"AppearanceUpdateState",
BindingFlags.NonPublic));
}
[Theory]
[InlineData(typeof(LiveEntityCollisionBuilder))]
[InlineData(typeof(LiveEntityDefaultPoseResolver))]
[InlineData(typeof(LiveEntityProjectionWithdrawalController))]
[InlineData(typeof(LocalPlayerShadowState))]
[InlineData(typeof(LiveEntityAppearanceBinding))]
public void ExtractedHelpers_DoNotOwnGuidIndexesOrBackendState(Type helperType)
{
foreach (FieldInfo field in helperType.GetFields(
BindingFlags.Instance | BindingFlags.Static | BindingFlags.NonPublic))
{
Assert.False(typeof(IDictionary).IsAssignableFrom(field.FieldType),
$"{helperType.Name}.{field.Name} must resolve identity through LiveEntityRuntime.");
string typeName = field.FieldType.FullName ?? field.FieldType.Name;
Assert.DoesNotContain("Silk.NET", typeName, StringComparison.Ordinal);
Assert.DoesNotContain("OpenGL", typeName, StringComparison.OrdinalIgnoreCase);
}
}
}

View file

@ -208,7 +208,7 @@ public sealed class InboundPhysicsStateControllerTests
}
[Fact]
public void ParentEventWaitsForParent_ThenConsumesChildPositionOnce()
public void ParentEventWaitsForParent_ThenStagesTimestampUntilValidatedCommit()
{
var controller = new InboundPhysicsStateController();
controller.AcceptCreate(Spawn(
@ -219,7 +219,17 @@ public sealed class InboundPhysicsStateControllerTests
Assert.False(controller.TryApplyParent(update, out _));
controller.AcceptCreate(Spawn(
0x70000004u, 9, 1, 1, Position(0x0101FFFFu, 15f), 0x408u));
Assert.True(controller.TryApplyParent(update, out WorldSession.EntitySpawn attached));
Assert.True(controller.TryApplyParent(update, out WorldSession.EntitySpawn staged));
Assert.Null(staged.ParentGuid);
Assert.NotNull(staged.Position);
Assert.Equal((ushort)5, staged.PositionSequence);
Assert.True(controller.TryCommitParent(
update.ChildGuid,
update.ParentGuid,
update.ParentLocation,
update.PlacementId,
update.ChildPositionSequence,
out WorldSession.EntitySpawn attached));
Assert.Equal(0x70000004u, attached.ParentGuid);
Assert.Null(attached.Position);
Assert.False(controller.TryApplyParent(update, out _));

View file

@ -0,0 +1,289 @@
using System.Numerics;
using AcDream.App.Physics;
using AcDream.App.Rendering.Vfx;
using AcDream.App.Streaming;
using AcDream.App.World;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Core.Plugins;
using AcDream.Core.World;
using AcDream.Plugin.Abstractions;
using DatReaderWriter.DBObjs;
namespace AcDream.App.Tests.World;
public sealed class LiveEntityProjectionWithdrawalControllerTests
{
private const uint Guid = 0x70000200u;
private const uint Cell = 0x01010001u;
[Fact]
public void ComponentFailure_StopsBeforeCanonicalWithdrawal_AndRetryConverges()
{
var fixture = new Fixture();
LiveEntityRecord record = fixture.Spawn(instance: 1);
fixture.Poses.EffectPoseChanged += ThrowOnPoseChange;
Assert.Throws<InvalidOperationException>(() =>
fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
Assert.True(record.IsSpatiallyProjected);
Assert.Empty(fixture.GameState.Entities);
Assert.Equal(0, fixture.Poses.Count);
Assert.DoesNotContain(
fixture.Physics.ShadowObjects.GetObjectsInCell(Cell),
entry => entry.EntityId == record.WorldEntity!.Id);
Assert.Equal(1, fixture.Physics.ShadowObjects.SuspendedRegistrationCount);
fixture.Poses.EffectPoseChanged -= ThrowOnPoseChange;
Assert.True(fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
Assert.False(record.IsSpatiallyProjected);
static void ThrowOnPoseChange(uint _) =>
throw new InvalidOperationException("fixture pose observer failure");
}
[Fact]
public void RuntimeObserverFailure_CommitsCanonicalWithdrawalAfterComponentsRemoved()
{
var fixture = new Fixture();
LiveEntityRecord record = fixture.Spawn(instance: 1);
fixture.Live.ProjectionVisibilityChanged += ThrowOnHidden;
Assert.ThrowsAny<Exception>(() =>
fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
Assert.False(record.IsSpatiallyProjected);
Assert.False(record.IsSpatiallyVisible);
Assert.Empty(fixture.GameState.Entities);
Assert.Equal(0, fixture.Poses.Count);
static void ThrowOnHidden(LiveEntityRecord _, bool visible)
{
if (!visible)
throw new InvalidOperationException("fixture runtime observer failure");
}
}
[Fact]
public void OrdinaryLeaveWorld_SuspendsRetainedShadow_AndReentryRestoresIt()
{
var fixture = new Fixture();
LiveEntityRecord record = fixture.Spawn(instance: 1);
uint localId = record.WorldEntity!.Id;
Assert.Contains(
fixture.Physics.ShadowObjects.GetObjectsInCell(Cell),
entry => entry.EntityId == localId);
Assert.True(fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
Assert.DoesNotContain(
fixture.Physics.ShadowObjects.GetObjectsInCell(Cell),
entry => entry.EntityId == localId);
Assert.True(fixture.Live.RebucketLiveEntity(Guid, Cell));
Assert.Contains(
fixture.Physics.ShadowObjects.GetObjectsInCell(Cell),
entry => entry.EntityId == localId);
}
[Fact]
public void ComponentCallbackReplacesGuid_DoesNotWithdrawReplacement()
{
var fixture = new Fixture();
LiveEntityRecord old = fixture.Spawn(instance: 1);
LiveEntityRecord? replacement = null;
bool replacing = false;
fixture.LocalShadow.Set(Vector3.One, Quaternion.Identity, Cell);
fixture.Poses.EffectPoseChanged += OnPoseChanged;
Assert.False(fixture.Controller.Withdraw(Guid, localPlayerGuid: Guid));
Assert.NotNull(replacement);
Assert.True(fixture.Live.TryGetRecord(Guid, out LiveEntityRecord current));
Assert.Same(replacement, current);
Assert.True(current.IsSpatiallyProjected);
Assert.Equal(new Vector3(9f, 9f, 9f), current.WorldEntity!.Position);
Assert.NotNull(fixture.LocalShadow.Current);
Assert.NotSame(old, current);
void OnPoseChanged(uint localId)
{
if (replacement is not null || replacing || localId != old.WorldEntity!.Id)
return;
replacing = true;
replacement = fixture.Spawn(instance: 2, position: new Vector3(9f, 9f, 9f));
fixture.LocalShadow.Set(new Vector3(9f), Quaternion.Identity, Cell);
}
}
[Fact]
public void ComponentCallbackReprojectsSameIncarnation_DoesNotWithdrawNewPosition()
{
var fixture = new Fixture();
LiveEntityRecord record = fixture.Spawn(instance: 1);
bool reentered = false;
fixture.Poses.EffectPoseChanged += OnPoseChanged;
Assert.False(fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
Assert.True(record.IsSpatiallyProjected);
Assert.True(record.IsSpatiallyVisible);
Assert.Equal(new Vector3(8f, 7f, 6f), record.WorldEntity!.Position);
Assert.Contains(fixture.GameState.Entities, entity => entity.Id == record.WorldEntity.Id);
Assert.Equal(1, fixture.Poses.Count);
void OnPoseChanged(uint localId)
{
if (reentered || localId != record.WorldEntity!.Id)
return;
reentered = true;
var position = new WorldSession.EntityPositionUpdate(
Guid,
new CreateObject.ServerPosition(
Cell, 8f, 7f, 6f, 1f, 0f, 0f, 0f),
Velocity: null,
PlacementId: null,
IsGrounded: true,
InstanceSequence: 1,
PositionSequence: 2,
TeleportSequence: 0,
ForcePositionSequence: 0);
Assert.True(fixture.Live.TryApplyPosition(
position,
isLocalPlayer: false,
forcePositionRotation: null,
currentLocalVelocity: null,
out PositionTimestampDisposition disposition,
out WorldSession.EntitySpawn accepted,
out _));
Assert.Equal(PositionTimestampDisposition.Apply, disposition);
record.WorldEntity.SetPosition(new Vector3(8f, 7f, 6f));
Assert.True(fixture.Live.RebucketLiveEntity(
Guid,
accepted.Position!.Value.LandblockId));
var snapshot = new WorldEntitySnapshot(
record.WorldEntity.Id,
record.WorldEntity.SourceGfxObjOrSetupId,
record.WorldEntity.Position,
record.WorldEntity.Rotation);
fixture.GameState.Add(snapshot);
fixture.Events.UpsertCurrent(snapshot);
fixture.Poses.PublishMeshRefs(record.WorldEntity);
}
}
[Fact]
public void LogicalLocalPlayerTeardownWithoutReplacement_ClearsShadowSnapshot()
{
var fixture = new Fixture();
fixture.Spawn(instance: 1);
fixture.LocalShadow.Set(Vector3.One, Quaternion.Identity, Cell);
Assert.True(fixture.Live.UnregisterLiveEntity(
new DeleteObject.Parsed(Guid, InstanceSequence: 1),
isLocalPlayer: false));
Assert.Null(fixture.LocalShadow.Current);
}
private sealed class Fixture
{
internal Fixture()
{
Spatial.AddLandblock(new LoadedLandblock(
(Cell & 0xFFFF0000u) | 0xFFFFu,
new LandBlock(),
Array.Empty<WorldEntity>()));
var lifecycle = new DeferredLiveEntityRuntimeComponentLifecycle();
Live = new LiveEntityRuntime(
Spatial,
new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }),
lifecycle);
Projectiles = new ProjectileController(
Live,
Physics,
_ => null,
_ => { },
() => (0, 0));
Controller = new LiveEntityProjectionWithdrawalController(
Live,
Projectiles,
GameState,
Events,
Physics.ShadowObjects,
Poses,
LocalShadow);
Presentation = new LiveEntityPresentationController(
Live,
Physics.ShadowObjects,
(_, _, _) => false);
lifecycle.Bind(new DelegateLiveEntityRuntimeComponentLifecycle(
record => Controller.LeaveWorld(record, Guid)));
}
internal GpuWorldState Spatial { get; } = new();
internal LiveEntityRuntime Live { get; }
internal PhysicsEngine Physics { get; } = new();
internal ProjectileController Projectiles { get; }
internal WorldGameState GameState { get; } = new();
internal WorldEvents Events { get; } = new();
internal EntityEffectPoseRegistry Poses { get; } = new();
internal LocalPlayerShadowState LocalShadow { get; } = new();
internal LiveEntityProjectionWithdrawalController Controller { get; }
internal LiveEntityPresentationController Presentation { get; }
internal LiveEntityRecord Spawn(ushort instance, Vector3? position = null)
{
WorldSession.EntitySpawn spawn = new(
Guid,
new CreateObject.ServerPosition(Cell, 1f, 2f, 3f, 1f, 0f, 0f, 0f),
0x02000200u,
Array.Empty<CreateObject.AnimPartChange>(),
Array.Empty<CreateObject.TextureChange>(),
Array.Empty<CreateObject.SubPaletteSwap>(),
BasePaletteId: null,
ObjScale: 1f,
Name: "projection fixture",
ItemType: null,
MotionState: null,
MotionTableId: null,
InstanceSequence: instance);
LiveEntityRecord record = Live.RegisterLiveEntity(spawn).Record!;
WorldEntity entity = Live.MaterializeLiveEntity(
Guid,
Cell,
id => new WorldEntity
{
Id = id,
ServerGuid = Guid,
SourceGfxObjOrSetupId = 0x02000200u,
Position = position ?? new Vector3(1f, 2f, 3f),
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
ParentCellId = Cell,
})!;
var snapshot = new WorldEntitySnapshot(
entity.Id,
entity.SourceGfxObjOrSetupId,
entity.Position,
entity.Rotation);
GameState.Add(snapshot);
Events.UpsertCurrent(snapshot);
Poses.PublishMeshRefs(entity);
Physics.ShadowObjects.Register(
entity.Id,
entity.SourceGfxObjOrSetupId,
entity.Position,
entity.Rotation,
radius: 0.5f,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: Cell,
seedCellId: Cell,
isStatic: false);
Assert.True(Presentation.OnLiveEntityReady(Guid));
return record;
}
}
}

View file

@ -659,7 +659,7 @@ public sealed class LiveEntityRuntimeTests
}
[Fact]
public void InitialChildCreate_PreservesParentEventQueuedForMissingChild()
public void InitialChildCreate_PreservesParentEventQueuedForRenderValidation()
{
const uint parentGuid = 0x70000020u;
const uint childGuid = 0x70000021u;
@ -676,7 +676,9 @@ public sealed class LiveEntityRuntimeTests
childGuid, out ParentAttachmentRelation relation));
Assert.Equal(parentGuid, relation.ParentGuid);
Assert.True(runtime.TryGetSnapshot(childGuid, out WorldSession.EntitySpawn child));
Assert.Null(child.Position);
Assert.NotNull(child.Position);
Assert.Null(child.ParentGuid);
Assert.Equal((ushort)5, child.PositionSequence);
}
[Fact]

View file

@ -27,9 +27,12 @@ public sealed class ParentAttachmentStateTests
Assert.True(relations.TryGetProjection(childGuid, out ParentAttachmentRelation projection));
Assert.Equal(parentGuid, projection.ParentGuid);
Assert.True(inbound.TryGetSnapshot(childGuid, out WorldSession.EntitySpawn child));
Assert.NotNull(child.Position);
Assert.Null(child.ParentGuid);
Assert.Equal((ushort)5, child.PositionSequence);
Assert.True(Commit(relations, inbound, projection, out child));
Assert.Null(child.Position);
Assert.Equal(parentGuid, child.ParentGuid);
Assert.Equal((ushort)5, child.PositionSequence);
}
[Fact]
@ -50,9 +53,24 @@ public sealed class ParentAttachmentStateTests
update => gate.TryAcceptPositionChannelEvent(3, update.ChildPositionSequence));
Assert.True(relations.TryGetProjection(childGuid, out ParentAttachmentRelation projection));
Assert.Equal((ushort)5, projection.ChildPositionSequence);
Assert.Equal((uint)2, projection.PlacementId);
Assert.True(relations.CommitProjection(projection));
relations.MarkProjected(
projection,
ParentProjectionCandidateKind.Recovery);
relations.Resolve(
childGuid,
_ => true,
guid => guid == parentGuid ? (ushort)9 : null,
update => gate.TryAcceptPositionChannelEvent(3, update.ChildPositionSequence));
Assert.True(relations.TryGetStagedProjection(childGuid, out projection));
Assert.Equal((ushort)6, projection.ChildPositionSequence);
Assert.Equal((uint)3, projection.PlacementId);
relations.MarkProjected(childGuid);
Assert.True(relations.CommitProjection(projection));
relations.MarkProjected(
projection,
ParentProjectionCandidateKind.Recovery);
Assert.True(relations.RestoreLastAccepted(childGuid));
Assert.True(relations.TryGetProjection(childGuid, out projection));
Assert.Equal((ushort)6, projection.ChildPositionSequence);
@ -136,6 +154,7 @@ public sealed class ParentAttachmentStateTests
Assert.Equal(parentGuid, projection.ParentGuid);
Assert.Equal((ushort)10, projection.ParentInstanceSequence);
Assert.Equal((ushort)5, projection.ChildPositionSequence);
Assert.True(Commit(relations, inbound, projection, out _));
Assert.True(inbound.TryGetSnapshot(childGuid, out WorldSession.EntitySpawn child));
Assert.Equal(parentGuid, child.ParentGuid);
}
@ -257,6 +276,20 @@ public sealed class ParentAttachmentStateTests
: null,
update => inbound.TryApplyParent(update, out _));
private static bool Commit(
ParentAttachmentState relations,
InboundPhysicsStateController inbound,
ParentAttachmentRelation relation,
out WorldSession.EntitySpawn accepted) =>
inbound.TryCommitParent(
relation.ChildGuid,
relation.ParentGuid,
relation.ParentLocation,
relation.PlacementId,
relation.ChildPositionSequence,
out accepted)
&& relations.CommitProjection(relation);
private static WorldSession.EntitySpawn Spawn(
uint guid,
ushort instance,

View file

@ -160,6 +160,110 @@ public class ShadowObjectRegistryTests
Assert.Equal(0x44u, restored.State);
}
[Fact]
public void ReplaceMultiPartPayload_VisibleOwnerKeepsExistingCellMembership()
{
const uint entityId = 25u;
var reg = new ShadowObjectRegistry();
Vector3 position = new(12f, 12f, 50f);
reg.RegisterMultiPart(
entityId,
position,
Quaternion.Identity,
[BspShape(0x01000011u, radius: 0.5f)],
state: 0u,
flags: EntityCollisionFlags.None,
OffX,
OffY,
LbId,
seedCellId: LbId | 1u,
isStatic: false);
reg.ReplaceMultiPartPayload(
entityId,
position,
Quaternion.Identity,
[BspShape(0x01000012u, radius: 40f)],
state: 0u,
flags: EntityCollisionFlags.None,
OffX,
OffY,
landblockId: 0u,
seedCellId: 0u,
isStatic: false);
ShadowEntry replaced = Assert.Single(reg.GetObjectsInCell(LbId | 1u));
Assert.Equal(0x01000012u, replaced.GfxObjId);
Assert.Empty(reg.GetObjectsInCell(LbId | 9u));
}
[Fact]
public void ReplaceMultiPartPayload_SuspendedShapedEmptyShaped_RemainsSuspended()
{
const uint entityId = 26u;
var reg = new ShadowObjectRegistry();
Vector3 position = new(12f, 12f, 50f);
reg.RegisterMultiPart(
entityId,
position,
Quaternion.Identity,
[BspShape(0x01000021u, radius: 0.5f)],
state: 0u,
flags: EntityCollisionFlags.None,
OffX,
OffY,
LbId,
seedCellId: LbId | 1u,
isStatic: false);
Assert.True(reg.Suspend(entityId));
reg.ReplaceMultiPartPayload(
entityId, position, Quaternion.Identity, [], 0u,
EntityCollisionFlags.None, OffX, OffY, LbId, LbId | 1u);
reg.ReplaceMultiPartPayload(
entityId,
position,
Quaternion.Identity,
[BspShape(0x01000022u, radius: 0.5f)],
0u,
EntityCollisionFlags.None,
OffX,
OffY,
LbId,
LbId | 1u);
Assert.Equal(1, reg.RetainedRegistrationCount);
Assert.Equal(1, reg.SuspendedRegistrationCount);
Assert.Empty(reg.GetObjectsInCell(LbId | 1u));
reg.UpdatePosition(
entityId, position, Quaternion.Identity, OffX, OffY, LbId, LbId | 1u);
Assert.Equal(0x01000022u, Assert.Single(reg.GetObjectsInCell(LbId | 1u)).GfxObjId);
}
[Fact]
public void ReplaceMultiPartPayload_NewCelllessOwnerRegistersRetainedButSuspended()
{
const uint entityId = 27u;
var reg = new ShadowObjectRegistry();
reg.ReplaceMultiPartPayload(
entityId,
new Vector3(12f, 12f, 50f),
Quaternion.Identity,
[BspShape(0x01000031u, radius: 0.5f)],
0u,
EntityCollisionFlags.None,
OffX,
OffY,
LbId,
seedCellId: LbId | 1u,
isStatic: false,
suspendIfNew: true);
Assert.Equal(1, reg.RetainedRegistrationCount);
Assert.Equal(1, reg.SuspendedRegistrationCount);
Assert.Empty(reg.GetObjectsInCell(LbId | 1u));
}
// -----------------------------------------------------------------------
// RemoveLandblock
// -----------------------------------------------------------------------
@ -652,6 +756,15 @@ public class ShadowObjectRegistryTests
};
}
private static ShadowShape BspShape(uint gfxObjId, float radius) => new(
gfxObjId,
Vector3.Zero,
Quaternion.Identity,
Scale: 1f,
CollisionType: ShadowCollisionType.BSP,
Radius: radius,
CylHeight: 0f);
private static CellPhysics BuildShadowCellSetTests_MakeLeafCell(Matrix4x4 worldTransform)
{
Matrix4x4.Invert(worldTransform, out var inv);

View file

@ -103,6 +103,26 @@ public class ShadowShapeBuilderTests
Assert.Equal(1, bspCount);
}
[Fact]
public void FromSetup_EffectivePartIdentitiesControlPhysicsBspSelection()
{
const uint replacementWithBsp = 0x0100AA01u;
const uint replacementWithoutBsp = 0x0100AA02u;
var setup = new Setup
{
Parts = { 0x010044B5u, 0x010044B6u },
};
var shapes = ShadowShapeBuilder.FromSetup(
setup,
entScale: 1f,
hasPhysicsBsp: id => id == replacementWithBsp,
effectivePartGfxObjIds: [replacementWithBsp, replacementWithoutBsp]);
ShadowShape shape = Assert.Single(shapes);
Assert.Equal(replacementWithBsp, shape.GfxObjId);
}
[Fact]
public void FromSetup_CreatureWithCylSpheres_OnlyEmitsCylinders()
{