feat(physics): S2 chunk 4 - movement publishes from the transition's cells; children inherit at registration

Movement: CommitSetPosition's RefreshPositionRows/ReplacePositionRows and
the staged apply publish the retail render product from the exact cell
list collision just used, the transition's cell_array retail feeds
add_shadows_to_cells in CPhysicsObj::SetPositionInternal @0x00515330
(pseudo-C 283526-283539); the separate move-path bbox recompute is deleted.
calc_cross_cells @0x00515230 stays the distinct full-recompute path
(PhysicsShadowCommitAction.Recalculate).

Children (Contract B recursion): ShadowObjectRegistry.AttachChild/DetachChild
give an attached object the root's current cells as part entries only,
republished whenever the root's array changes, detached at withdrawal and
cascaded from the root's Deregister; nested attachment resolves to the root
with a bounded, cycle-safe chain. EquippedChildRenderController attaches at
realization (FromSetupRenderParts over the child's Setup) and detaches at
its single removal funnel. WalkProductionWorldData's dynamic sweep reads
TryGetRetailCellArray directly; the 64-hop parent-chain walk and its
FindParentLocalId plumbing are deleted. CollisionWorldState.Clear now
also clears the retail products.

Gates (implementer's isolated worktree at identical content): Release
build 0/0; Core 4,970/4,970; App hermetic 6,761/6,761; targeted
walk/child/live-entity/placement/comparator 166/166; Runtime 1,884/1,884.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-09-02 23:37:34 +02:00
parent 706fc49397
commit 75ea269d35
14 changed files with 1072 additions and 179 deletions

View file

@ -212,27 +212,58 @@ walk. The Facility Hub stair Setup `0x02000623` is the installed-DAT
regression: its authored parent is `0x8A02015F`, while its visual parts also
register in `0x8A02015E` and the adjoining vertical cells.
**Moving multipart objects and equipped children (S2 chunk 4, 2026-09-02).**
Moving multipart objects follow the sibling retail route rather than their
authored/feet cell alone: `CPhysicsObj::add_shadows_to_cells` installs every
`CPartArray` part in every cell of the object's retained `CELLARRAY`, and
`CPhysicsPart::Draw` stamps each part only after that part passes a cell's
portal test. `WalkProductionWorldData` therefore buckets live projections by
all `ShadowObjectRegistry.GetOwnerCells` rows, while the walk classifier owns
a projection+part drawn-pass stamp. Retail advances that stamp after
portal test. `WalkProductionWorldData.ResolveDynamicRenderCells` therefore
reads `ShadowObjectRegistry.TryGetRetailCellArray` directly for every dynamic
record — the SAME borrow-not-recompute recipe the static sweeps already use
— falling back to `GetOwnerCells` (counted by the shared
`UnregisteredStaticRenderFallbackCount`) only when the registry has not
registered an array yet, while the walk classifier owns a separate
projection+part drawn-pass stamp. Retail advances that stamp after
`LScape::draw` + `FlushAlphaList` and before the interior depth clear
(`PView::DrawCells` @0x005A4886), so a part may draw once in the landscape
pass and once again in the post-clear interior-cell pass; acdream re-arms the
classifier at that exact walk boundary. `add_shadows_to_cells` recursively
passes the root's same `CELLARRAY` to every attached child, so equipped-child render
projections resolve their accepted parent chain to the root's owner cells;
they do not fall back to one authored cell. Never replace the per-part stamp
with a whole-projection drawn-once gate: at a stair portal the torso may pass
in the first cell while head/hair fails and must retry through another crossed
classifier at that exact walk boundary. Never replace the per-part stamp with
a whole-projection drawn-once gate: at a stair portal the torso may pass in
the first cell while head/hair fails and must retry through another crossed
cell. One binding exception is the local player: retail
`RenderDeviceD3D::DrawMeshInternal` bypasses `Get/SetDrawnThisFrame` when
`CPhysicsPart::IsPartOfPlayerObj` is true, repainting the player's parts at
every crossed-cell turn so later wall/depth ordering remains correct.
Retail's move-path product is the SAME `add_shadows_to_cells` call the
registration path uses, not a second independent flood:
`CPhysicsObj::SetPositionInternal` (0x00515330) takes the transition's own
`cell_array` on a successful move and calls
`remove_shadows_from_cells`/`add_shadows_to_cells` with it directly — the
`calc_cross_cells_static` cylsphere/bbox dispatch never re-runs on a move.
`ShadowObjectRegistry.ReplacePositionRows` mirrors this exactly:
`PublishRetailProductFromExactCells` publishes the retail render product from
the SAME exact cell list collision just republished into, replacing the
independent Contract A recompute an earlier chunk ran on every move; retail's
`num_cells > 0` keep-when-empty gate covers both products identically, so a
move with no resolvable transition array leaves both untouched.
`add_shadows_to_cells` also recursively passes the root's same `CELLARRAY` to
every object in `children` (Contract B); acdream's attached projections
(equipped weapons/shields/ammunition) own no independent collision shapes, so
`ShadowObjectRegistry.AttachChild`/`DetachChild` publish PART ENTRIES only —
never a collision row — into every cell of the resolved root's current retail
CELLARRAY, re-publishing automatically whenever that array changes
(registration, move, staged apply, `ReplaceMultiPartPayload`).
`EquippedChildRenderController.TryRealize` calls `AttachChild` at the exact
moment an attached projection's `WorldEntity` is registered against its
accepted parent; `CommitProjectionRemoval` (the withdrawal/unparent/teardown
funnel) calls `DetachChild`. A nested attachment (a child of a child)
resolves to the ultimate root by walking the existing attach chain at the
registry, bounded and cycle-safe — `WalkProductionWorldData` no longer walks
an accepted-parent chain of its own; it reads the child's own id straight off
`TryGetRetailCellArray`, identically to any other dynamic record.
**Slice I3 prepared collision extension (2026-07-25).** At its introduction,
the package remained format 1 and retained mesh type values 13; bake-tool 4
appended typed GfxObj,

View file

@ -38,9 +38,10 @@ One transaction per object (`CPhysicsObj::calc_cross_cells_static`
|---|---|---|---|---|
| **Chunk 3 (2026-09-02).** `LandblockPhysicsPublisher.PublishStaticEntity``ShadowObjectRegistry.RegisterMultiPart` (`LandblockPhysicsPublisher.cs:930-1079`, `ShadowObjectRegistry.cs`, `RegisterMultiPart`/`Register`/`ComputeContractACellArray`/`PublishRetailCellArray`) | the WHOLE visual part array (`ShadowShapeBuilder.FromStaticRenderParts`, chunk 1b) drives ONE Contract A flood (cylsphere route from the collision shapes' cylinders, else bbox route over the part array); a caller with no part array (every unit-test fixture, `partArray ?? shapes`) keeps the pre-chunk-3 legacy dispatch byte-for-byte | `_entityToCells[id]`/`_cells[cell]` (collision) AND `_retailCellArrays`/`_retailPartEntriesByCell` (render) from the SAME array — the second (redundant) flood chunk 1 left running is deleted | once per static at publication | physics broadphase `TransitionTypes.FindObjCollisionsInCell` (`TransitionTypes.cs:3755-3779`); `WalkProductionWorldData` (below) |
| **DELETED (chunk 2).** Was `WalkProductionWorldData.ResolveStaticRenderCells``ShadowObjectRegistry.ComputeStaticRenderCells`. Now: `WalkProductionWorldData.ResolveIndoorStaticRenderCells`/`ResolveOutdoorStaticRenderCells``ShadowObjectRegistry.TryGetRetailCellArray` (`WalkProductionWorldData.cs`, `ShadowObjectRegistry.cs:634-663`) | none (borrowed) | chunk 1's retained per-entity retail CELLARRAY, now the SAME array chunk 3 also uses for collision | every `BeginFrame` sweep of `RenderSceneIndex.IndoorCellStatic`/`OutdoorStatic` (a borrow, not a recompute) | `WalkFrameDriver.GetCellStatics`; `RetailPViewRenderer` particle owner union; unregistered fallback (indoor: authored `ParentCellId`; outdoor: `GetOwnerCells`) counted by `WalkProductionWorldData.UnregisteredStaticRenderFallbackCount` |
| **Chunk 3 (2026-09-02).** `LiveEntityCollisionBuilder.Register` / `ShadowObjectRegistry.UpdatePosition` / `CommitSetPosition` (`LiveEntityCollisionBuilder.cs:149-280`, `ShadowObjectRegistry.cs`) | `ShadowShapeBuilder.FromSetup` (collision dispatch) + `FromSetupRenderParts` (chunk 1b's part array) → the same ONE Contract A flood as above at registration; movement (`UpdatePosition`/`CommitSetPosition`'s `Recalculate` action) forwards to the same registration entry points, so it inherits the fix. `CommitSetPosition`'s `None`/`Preserve`/`Replace` actions (`RefreshPositionRows`/`ReplacePositionRows`) are UNCHANGED — they consume an externally-decided collision cell list and separately recompute the retail product via the same Contract A primitive on every move (chunk 1's design, not a second registration flood) | `_entityToCells` + `_cells`, and (when a part array is retained) `_retailCellArrays`/`_retailPartEntriesByCell` | spawn and every accepted move/appearance change | physics broadphase; `WalkProductionWorldData` dynamic render lookup |
| **Chunk 3 (2026-09-02).** The staged `ShadowObjectRegistry.TryPrepareSetPosition`/`TryApplySetPosition` pipeline | `PreparedShadowOwnerState` now also carries `RetailPartArray`/`RetailCellIds`/`RetailRoute`/`RetailRows`; `TryCaptureOwnerState`/`InstallOwnerState` seed them so the staging registry's own `RecomputeRetailCellArrayIfPresent` call (reached through `CommitSetPosition`) no longer silently no-ops; `PrepareRetailPartEntryReplacements` diffs the staged retail rows the same way `PrepareCellReplacements` diffs collision rows | `_retailPartEntriesByCell` publishes alongside `_cells` on `TryApplySetPosition` | every live entity moving through the transactional SetPosition publication tail (Runtime) | same as direct `CommitSetPosition`, now consistent with it |
| `WalkProductionWorldData.ResolveDynamicRenderCells` (`WalkProductionWorldData.cs:247-283`) | `GetOwnerCells`; for an `EquippedChild` with no cells, a 64-hop parent-chain walk | whole-record buckets | every `BeginFrame` | `WalkFrameDriver.GetCellDynamics` |
| **Chunk 4 (2026-09-02).** `LiveEntityCollisionBuilder.Register` / `ShadowObjectRegistry.UpdatePosition` / `CommitSetPosition` (`LiveEntityCollisionBuilder.cs:149-280`, `ShadowObjectRegistry.cs`) | `ShadowShapeBuilder.FromSetup` (collision dispatch) + `FromSetupRenderParts` (chunk 1b's part array) → the same ONE Contract A flood as above at registration; movement (`UpdatePosition`/`CommitSetPosition`'s `Recalculate` action) forwards to the same registration entry points, so it inherits the fix. **RESOLVED (chunk 4):** `CommitSetPosition`'s `None`/`Preserve`/`Replace` actions (`RefreshPositionRows`/`ReplacePositionRows`) now publish the retail render product from the SAME exact collision cell list the move just used (`PublishRetailProductFromExactCells`) — the independent Contract A recompute chunk 1/3 ran on every move (`RecomputeRetailCellArrayIfPresent`) is deleted. Mirrors retail `SetPositionInternal`'s `add_shadows_to_cells(this, &arg2->cell_array)` (pc:283536-283537), which consumes the transition's own array for both products in one call; the `num_cells > 0` keep-when-empty gate (pc:283540) now covers both products identically | `_entityToCells` + `_cells`, and (when a part array is retained) `_retailCellArrays`/`_retailPartEntriesByCell`, both from the SAME exact cell list on every move | spawn and every accepted move/appearance change | physics broadphase; `WalkProductionWorldData` dynamic render lookup (now a direct `TryGetRetailCellArray` read, see below) |
| **Chunk 4 (2026-09-02).** The staged `ShadowObjectRegistry.TryPrepareSetPosition`/`TryApplySetPosition` pipeline | `PreparedShadowOwnerState` carries `RetailPartArray`/`RetailCellIds`/`RetailRoute`/`RetailRows`; `TryCaptureOwnerState`/`InstallOwnerState` seed them so the staging registry's own `CommitSetPosition` call inherits chunk 4's one-array-two-products move path for free; `PrepareRetailPartEntryReplacements` diffs the staged retail rows the same way `PrepareCellReplacements` diffs collision rows; `TryApplySetPosition` additionally calls `RepublishAttachedChildren` on the LIVE registry after publishing, since the staging registry carries none of the live attach-chain state | `_retailPartEntriesByCell` publishes alongside `_cells` on `TryApplySetPosition`; every attached child of the moved root republishes too | every live entity moving through the transactional SetPosition publication tail (Runtime) | same as direct `CommitSetPosition`, now consistent with it |
| **Chunk 4 (2026-09-02).** `ShadowObjectRegistry.AttachChild`/`DetachChild` (`ShadowObjectRegistry.cs`) — retail's `add_shadows_to_cells` child-inheritance recursion (Contract B) | `EquippedChildRenderController.TryRealize` calls `AttachChild(childEntityId, rootEntityId, childPartArray)` at the exact moment the attached projection's `WorldEntity` is registered against its accepted parent, using `ShadowShapeBuilder.FromSetupRenderParts` over the SAME `PhysicsDataCache` resolvers `LiveEntityCollisionBuilder` uses; `CommitProjectionRemoval` (the single withdrawal/unparent/teardown funnel) calls `DetachChild`. A nested attachment (child of a child) resolves to the ultimate root by walking the existing chain, bounded and cycle-safe | new `_childParent`/`_parentChildren`/`_childPartArrays` dictionaries (own `CollisionWorldState` fields, reset with everything else); PART ENTRIES only for the child — never a collision row, since acdream's attached projections own no independent collision shapes | attach/detach, and every time the root's array republishes (registration, move, staged apply, `ReplaceMultiPartPayload`) | `WalkProductionWorldData.ResolveDynamicRenderCells` (a plain `TryGetRetailCellArray` read on the CHILD's own id — no parent walk) |
| **RESOLVED (chunk 4).** `WalkProductionWorldData.ResolveDynamicRenderCells` (`WalkProductionWorldData.cs`) | `ShadowObjectRegistry.TryGetRetailCellArray` directly, for every dynamic record including equipped children (their array is published at attach time by the registry, above); unregistered fallback is `GetOwnerCells`, counted by the SAME `UnregisteredStaticRenderFallbackCount` the static buckets use — the render-side 64-hop parent-chain walk and its `FindParentLocalId` plumbing into this class are deleted | whole-record buckets | every `BeginFrame` | `WalkFrameDriver.GetCellDynamics` |
| `LightManager.SelectForCell` (`LightManager.cs:594-650`) | flat `_all` list, sphere overlap | per-cell light subset | per cell drawn | lighting (S5 owns; retail selects from the current EnvCell + stab list) |
| `DirectionalShadowCasterFrame` (`DirectionalShadowCasterFrame.cs:229-233`) | flat outdoor indices, no cell filter | caster list | per frame | shadow pass (S5) |
| Topology: `EnvCellLandblockBuildBuilder.BuildVisibilityCell` vs `WalkCellFactory.FromParsed` vs `FlatEnvCellTopology` | same DAT / pak | three distinct portal graphs (`LoadedCell`, `WalkCell`, flat asset) | per landblock build | render, walk, `CellTransit` |
@ -54,8 +55,12 @@ Findings that shape the chunks:
registration that carries a real part array.
- Render membership is whole-object per cell; retail's is every part per
cell (identity retained per part, with cell frame and clip planes).
- Children are inherited only on the render side, at bucket time; retail
inherits at registration.
- **RESOLVED (chunk 4).** Children were inherited only on the render side, at
bucket time (a 64-hop parent-chain walk); retail inherits at registration
(`add_shadows_to_cells`'s recursion through `children`). Now
`ShadowObjectRegistry.AttachChild` owns the inheritance at the registry, at
attach time, and re-propagates on every root array change; the render-side
walk is deleted.
- `b3b7d922` removed the indoor-seed stab-list prune inside the shared
`BuildShadowCellSetFromParts`, affecting every caller. Retail has no such
prune in the bbox route (Contract A), so the removal is the retail
@ -106,9 +111,11 @@ gates: Core physics suites, the placement/collision replay fixtures, and the
connected nine-stop route; `CellTransit`'s prune removal is confirmed
against Contract A.
**Chunk 4 — dynamics and children.** `add_shadows_to_cells` recursion:
children register with the root's CELLARRAY at registration and movement;
particles own-cell only; the render-side parent-chain walk is deleted.
**Chunk 4 (landed 2026-09-02) — dynamics and children.** `add_shadows_to_cells`
recursion: children register with the root's CELLARRAY at registration and
movement; particles own-cell only (still no production path reaches this
registry — chunk 3's finding stands, deferred); the render-side parent-chain
walk is deleted. See §7.
**Chunk 5 — consumer cutover and deletion.** Remaining `WalkProductionWorldData`
buckets become borrowed views; particle owner-cell union reads the same;
@ -328,3 +335,147 @@ branch to implement in this registry today; the retail
`add_particle_shadow_to_cell` own-cell-only rule remains chunk 4 (or later)
territory, to be implemented if/when particle emitters are ever routed
through this registry.
## 7. Chunk 4 evidence (2026-09-02)
**Move-path truth confirmed in the pseudo-C (item A).** `CPhysicsObj::SetPositionInternal`
`0x00515330` (`docs/research/named-retail/acclient_2013_pseudo_c.txt` lines
283399-283543) proves the movement product is retail's SAME
`add_shadows_to_cells` call the registration path uses — not a second,
independently-flooded array:
```text
if (this->cell != 0)
{
if ((this->state & 0x10000) != 0)
{
CPhysicsObj::calc_cross_cells(this); // full recompute (pc:283530)
return 1;
}
if (arg2->cell_array.num_cells > 0) // keep-when-empty gate (pc:283534/283540)
{
CPhysicsObj::remove_shadows_from_cells(this);
CPhysicsObj::add_shadows_to_cells(this, &arg2->cell_array); // pc:283536-283537
}
// else: neither product is touched — both stay exactly as they were.
}
```
`arg2` is the `CTransition` the sphere-path walk already produced; its
`cell_array` is the SAME array retail's collision system computed during the
move — not Contract A's `calc_cross_cells_static` dispatch (that only runs at
registration, or via the `state & 0x10000` full-recompute branch, which
acdream already maps to `PhysicsShadowCommitAction.Recalculate`
`UpdatePosition`, unaffected by this chunk). `CPhysicsObj::calc_cross_cells`
`0x00515230` (lines 283332-283395) confirms the full-recompute branch is a
DIFFERENT primitive (its own cylsphere/bbox dispatch, ending in the same
`remove_shadows_from_cells` + `add_shadows_to_cells` pair) — chunk 4 leaves it
untouched.
**Chunk 4 changes, exactly as the pseudo-C requires:**
- `ShadowObjectRegistry.ReplacePositionRows` now calls the new
`PublishRetailProductFromExactCells(entityId, exactCells)` — the SAME
`exactCells` list collision just republished into — instead of
`RecomputeRetailCellArrayIfPresent`'s independent Contract A flood.
`PublishRetailProductFromExactCells` is a thin wrapper over the existing
`PublishRetailCellArray`, reusing the entity's LAST recorded dispatch route
(registration never re-runs on a move, matching the pseudo-C: no
`calc_cross_cells_static` call anywhere in `SetPositionInternal`'s
non-full-recompute branch).
- `ShadowObjectRegistry.RefreshPositionRows`'s "nothing retained at all"
branch (both `_entityToCells` and `_suspendedEntityCells` empty) no longer
calls anything — true keep-when-empty, matching the pseudo-C's `else`
(neither product touched).
- `RecomputeRetailCellArrayIfPresent` and the now-unreachable
`RecomputeRetailCellArray` are deleted outright (S2 plan rule "no
competing production owner").
- **Scope-decision reversal from chunk 3's §6 open question:** chunk 3 left
the move path as two legitimately-different computations (transition
cross-cells vs. Contract A's part-array flood) and flagged it for chunk 4's
retail review. The pseudo-C resolves it: retail's OWN move path never runs
Contract A at all; it reuses the transition's array for both products. The
"two computations" framing was itself the deviation from retail — chunk 4
removes it, not preserves it.
- **Test consequence:** `ShadowObjectRegistryRetailCellArrayTests.CommitSetPosition_WithRetainedPartArray_RecomputesRetailCellArray`
encoded exactly the two-source behavior this chunk removes (a `.None`
commit whose retail array independently flooded to the entity's NEW world
position while collision stayed at the OLD retained cell). It is replaced
by `CommitSetPosition_NoneAction_PublishesRetailProductFromTheRetainedCells`
(retail array == `GetOwnerCells`, both at the retained cell) plus two new
fixtures covering `.Replace` (both move to the transition's cross cells)
and the direct-path keep-when-empty case. The new invariant, pinned across
every `CommitSetPosition` variant and the staged apply: **retail array ==
`GetOwnerCells` after every move.**
**Children (item B/C), landed exactly as designed.** `ShadowObjectRegistry`
gains `AttachChild(childEntityId, rootEntityId, childPartArray)` /
`DetachChild(childEntityId)`, backed by three new `CollisionWorldState`
dictionaries (`ShadowChildParent`, `ShadowParentChildren`,
`ShadowChildPartArrays` — reset by `AttachCollisionWorld`'s state swap and by
`Clear()` exactly like every other per-entity table). `AttachChild` publishes
PART ENTRIES only (never a collision row — acdream's attached projections own
no independent collision shapes) into every cell of the root's CURRENT
`_retailCellArrays` entry; a nested attachment (child of a child) resolves to
the ultimate root by walking the existing `_childParent` chain, bounded at 64
hops and rejecting a cycle before any state mutates. `RepublishAttachedChildren`
is called from every site that publishes a root's retail cell array —
`PublishRetailCellArray` (covers registration and, via
`PublishRetailProductFromExactCells`, movement), `TryApplySetPosition`
(staged apply, since the staging registry that computed the prepared commit
carries none of the live registry's attach-chain state), and
`ReplaceMultiPartPayload` (defensive completeness; the root's cell SET never
actually changes there, so this is a structural no-op in practice) — and
recurses depth-first through `_parentChildren` in attach order, matching
`add_shadows_to_cells`'s exact recursion through `children`. `Deregister`
cascades a genuine teardown through every attached child (guarded so the
INTERNAL "clear then re-register" idiom `Register`/`RegisterMultiPart` use
ahead of their own flood — `DeregisterCore(..., publishMutation: false)`
never detaches children it should be re-publishing to instead).
**App wiring (item C).** `EquippedChildRenderController.TryRealize` — the one
seam that both `OnCreateParentAccepted` and `OnParentEvent` funnel through to
materialize an attached projection's `WorldEntity` — calls `AttachChild`
right after `_attachedByChild[childKey] = attached`, using a new
`BuildChildRenderParts` helper: `ShadowShapeBuilder.FromSetupRenderParts`
over the child's `Setup` + its post-`AnimPartChanged` `template` (already
built by `BuildPartTemplate` for the pose composition) + the controller's own
new `PhysicsDataCache` field — the SAME resolver pair
`LiveEntityCollisionBuilder.Build` uses, wired from the SAME composition
point (`d.PhysicsDataCache`, `LivePresentationComposition.cs`) that already
supplies `LiveEntityCollisionBuilder`. `CommitProjectionRemoval` — the single
funnel every withdrawal/unparent/teardown path in the file commits removal
through — calls `DetachChild(child.Entity.Id)`. No Core→App dependency: both
`ShadowObjectRegistry` and `PhysicsDataCache` are Core types the App layer
already depends on; the controller (App) references Core, never the reverse.
`WalkProductionWorldData.ResolveDynamicRenderCells` is now a direct
`TryGetRetailCellArray` read (the same recipe `ResolveOutdoorStaticRenderCells`
already used for statics) for EVERY dynamic record, children included — no
special-casing on `RenderCasterIdentityKind.EquippedChild` any more, since the
registry now answers correctly for a child on its own id. The render-side
64-hop parent-chain walk, its `_findParentLocalId` field, and the
`findParentLocalId` constructor parameter threaded through
`WalkProductionWorldData``RetailPViewRenderer``FrameRootComposition`
are deleted; `EquippedChildRenderController.FindParentLocalId` itself is
UNCHANGED and keeps serving its other caller (`EntityEffectController`'s pose
composition, `LivePresentationComposition.cs`). An entity with no retail
array yet falls back to `GetOwnerCells`, counted by the SAME
`UnregisteredStaticRenderFallbackCount` the static buckets already use (item
C's explicit requirement — one fallback counter, not a second one for
dynamics).
**Particles (item D).** Unchanged from chunk 3's finding: no production code
path sets the particle-emitter state bit or routes an emitter through
`ShadowObjectRegistry` at all (`AcDream.App/Rendering/ParticleRenderer.cs`
owns emitter placement independently via a GPU mesh-reference table). Left as
a documented chunk-5-or-later item; this chunk invents no path for it.
**Automated evidence.** Core suite `Lane!=Timing&Lane!=Linux`: 4,970/4,970 (was
4,961; +9 new `ShadowObjectRegistryRetailCellArrayTests` fixtures — 2 replacing
the retargeted move-path test, 7 covering `AttachChild`/`DetachChild`,
nesting, and cycle rejection). App suite (hermetic lanes): 6,761/6,761 (was
6,760; net +1 — the old `ResolveDynamicRenderCells_EquippedDescendantInheritsRootCellArray`
parent-chain-walk test replaced by two direct-registry tests). Runtime suite:
1,884/1,884 (unchanged — chunk 4 touched no Runtime source). Full solution
Release build: 0 warnings, 0 errors.

View file

@ -507,8 +507,7 @@ internal sealed class FrameRootCompositionPhase
?? throw new InvalidOperationException(
"The retail frame walk requires the landscape registry."),
d.CellVisibility,
d.PhysicsEngine.ShadowObjects,
live.EquippedChildren.FindParentLocalId),
d.PhysicsEngine.ShadowObjects),
retailPViewPassExecutor,
retailPViewPassExecutor),
retailPViewCells,

View file

@ -622,7 +622,9 @@ internal sealed class LivePresentationCompositionPhase
childRecord,
positionVersion,
projectionVersion,
d.PlayerIdentity.ServerGuid)),
d.PlayerIdentity.ServerGuid),
d.PhysicsEngine.ShadowObjects,
d.PhysicsDataCache),
static value => value.Dispose());
Fault(LivePresentationCompositionPoint.CorePresentationCreated);

View file

@ -34,6 +34,28 @@ public sealed class EquippedChildRenderController : IDisposable
_withdrawProjection;
private readonly EntityEffectPoseRegistry _poses;
/// <summary>
/// Campaign OVERHAUL S2 chunk 4: the SAME canonical shadow registry
/// <c>LiveEntityCollisionBuilder</c> publishes into — retail's
/// <c>add_shadows_to_cells</c> child-inheritance recursion (Contract B)
/// needs an attached child's visual part array registered against its
/// accepted parent's CURRENT retail CELLARRAY. Attached projections
/// (equipped weapons/shields/ammunition) never carry independent
/// collision shapes, so this owner ONLY calls
/// <see cref="ShadowObjectRegistry.AttachChild"/>/<see cref="ShadowObjectRegistry.DetachChild"/>
/// — never Register/RegisterMultiPart.
/// </summary>
private readonly ShadowObjectRegistry _shadows;
/// <summary>
/// Campaign OVERHAUL S2 chunk 4: the SAME <c>PhysicsDataCache</c> resolver
/// pair <see cref="AcDream.Runtime.Physics.LiveEntityCollisionBuilder"/>
/// uses for <c>ShadowShapeBuilder.FromSetupRenderParts</c> — a static and
/// a live Setup sharing a GfxObj id can never disagree about its render
/// geometry.
/// </summary>
private readonly PhysicsDataCache _physicsData;
private ParentAttachmentState Relations => _liveEntities.ParentAttachments;
/// <summary>Raised after the attached projection is fully registered.</summary>
@ -98,7 +120,9 @@ public sealed class EquippedChildRenderController : IDisposable
EntityEffectPoseRegistry poses,
Func<ParentEvent.Parsed, bool> acceptParent,
Func<LiveEntityRecord, ulong, ulong, ExactProjectionWithdrawalOutcome>
withdrawProjection)
withdrawProjection,
ShadowObjectRegistry shadows,
PhysicsDataCache physicsData)
{
_dats = dats ?? throw new ArgumentNullException(nameof(dats));
_datLock = datLock ?? throw new ArgumentNullException(nameof(datLock));
@ -108,6 +132,8 @@ public sealed class EquippedChildRenderController : IDisposable
_acceptParent = acceptParent ?? throw new ArgumentNullException(nameof(acceptParent));
_withdrawProjection = withdrawProjection
?? throw new ArgumentNullException(nameof(withdrawProjection));
_shadows = shadows ?? throw new ArgumentNullException(nameof(shadows));
_physicsData = physicsData ?? throw new ArgumentNullException(nameof(physicsData));
_parentOfAttached = static child => child.ParentRecord.ProjectionKey;
_tickAttached = TickChild;
_reconcileAttached = ReconcileChild;
@ -659,6 +685,15 @@ public sealed class EquippedChildRenderController : IDisposable
CaptureParentPresentation(attached, parentEntity);
RuntimeEntityKey childKey = RequireProjectionKey(childRecord);
_attachedByChild[childKey] = attached;
// Campaign OVERHAUL S2 chunk 4: register the retail render-shadow
// inheritance (Contract B) at the exact moment the attached
// projection's WorldEntity is registered against its accepted
// parent — retail's add_shadows_to_cells child recursion, ported at
// the registry rather than reconstructed at render/bucket time.
_shadows.AttachChild(
entity.Id,
parentEntity.Id,
BuildChildRenderParts(childSetup, template, scale));
_pendingUnparentByChild.Remove(childKey);
if ((parentRecord.FinalPhysicsState & PhysicsStateFlags.Hidden) != 0)
{
@ -1147,6 +1182,38 @@ public sealed class EquippedChildRenderController : IDisposable
return available;
}
/// <summary>
/// Campaign OVERHAUL S2 chunk 4: retail's per-part render membership
/// (<c>CPartArray::AddPartsShadow</c> 0x00517e40 walks EVERY visual
/// part, not just the BSP-only collision dispatch) for one attached
/// child, via <see cref="ShadowShapeBuilder.FromSetupRenderParts"/> — the
/// SAME builder and the SAME <see cref="_physicsData"/> resolver pair
/// <c>LiveEntityCollisionBuilder.Build</c> uses for an ordinary live
/// Setup, so a static, a live entity, and an attached child sharing a
/// GfxObj id can never disagree about its render geometry.
/// <paramref name="template"/>'s per-part GfxObj identity (post-
/// AnimPartChanged, <see cref="BuildPartTemplate"/>) supplies
/// <c>effectivePartGfxObjIds</c>; the child's own attach-composed pose
/// carries no per-part local-position meaning for THIS product — retail
/// never re-floods to place a child, it only inherits the root's
/// CELLARRAY (Contract B) — so no pose override is threaded here,
/// matching <c>FromSetupRenderParts</c>'s own placement-frame fallback.
/// </summary>
private IReadOnlyList<ShadowShape> BuildChildRenderParts(
Setup setup, IReadOnlyList<MeshRef> template, float scale)
{
var effectiveGfxObjIds = new uint[template.Count];
for (int i = 0; i < template.Count; i++)
effectiveGfxObjIds[i] = template[i].GfxObjId;
return ShadowShapeBuilder.FromSetupRenderParts(
setup,
scale,
effectiveGfxObjIds,
partPoseOverride: null,
_physicsData.GetGfxObj,
_physicsData.GetVisualBounds);
}
private static PaletteOverride? BuildPaletteOverride(WorldSession.EntitySpawn spawn)
{
if (spawn.SubPalettes is not { Count: > 0 } subPalettes)
@ -1388,6 +1455,12 @@ public sealed class EquippedChildRenderController : IDisposable
}
_attachedByChild.Remove(key);
// Campaign OVERHAUL S2 chunk 4: this is the single funnel every
// withdrawal/unparent/teardown path (WithdrawAttachedProjection,
// AdvanceUnparentTransition, TearDownRecordProjections, the pending-
// subtree captures) commits through — the exact mirror of
// AttachChild above.
_shadows.DetachChild(child.Entity.Id);
ProjectionRemoved?.Invoke(child.ChildRecord);
return true;
}

View file

@ -78,8 +78,7 @@ internal sealed class RetailPViewRenderer
Walk.WalkBuildingRegistry walkBuildings,
Walk.WalkLandscapeAssembler walkLandscape,
CellVisibility walkCellRegistry,
ShadowObjectRegistry shadows,
Func<uint, uint?>? findParentLocalId = null)
ShadowObjectRegistry shadows)
{
_renderSceneShadow = renderSceneShadow
?? throw new ArgumentNullException(nameof(renderSceneShadow));
@ -91,8 +90,7 @@ internal sealed class RetailPViewRenderer
?? throw new ArgumentNullException(nameof(walkCellRegistry));
_walkWorldData = new Walk.WalkProductionWorldData(
_walkBuildings,
shadows ?? throw new ArgumentNullException(nameof(shadows)),
findParentLocalId);
shadows ?? throw new ArgumentNullException(nameof(shadows)));
_walkClearInteriorDepthAction = ClearWalkInteriorDepth;
_walkDrawExitSealsAction = DrawWalkExitSeals;
}

View file

@ -78,7 +78,6 @@ internal sealed class WalkProductionWorldData : IWalkFrameWorldData
{
private readonly WalkBuildingRegistry _buildings;
private readonly ShadowObjectRegistry _shadows;
private readonly Func<uint, uint?> _findParentLocalId;
private RenderSceneQuery _scene;
private uint _tupleLandblockId;
private int _renderCenterLbX;
@ -107,17 +106,13 @@ internal sealed class WalkProductionWorldData : IWalkFrameWorldData
internal WalkProductionWorldData(
WalkBuildingRegistry buildings,
ShadowObjectRegistry shadows,
Func<uint, uint?>? findParentLocalId = null)
ShadowObjectRegistry shadows)
{
_buildings = buildings ?? throw new ArgumentNullException(nameof(buildings));
_shadows = shadows ?? throw new ArgumentNullException(nameof(shadows));
_findParentLocalId = findParentLocalId ?? NoParentLocalId;
_tryGetRetailCellArray = TryGetRetailCellArrayForEntity;
}
private static uint? NoParentLocalId(uint _) => null;
private (bool Found, IReadOnlyList<uint> Cells) TryGetRetailCellArrayForEntity(uint entityId)
{
bool found = _shadows.TryGetRetailCellArray(entityId, out IReadOnlyList<uint> cells);
@ -264,8 +259,11 @@ internal sealed class WalkProductionWorldData : IWalkFrameWorldData
ref readonly RenderProjectionRecord record = ref _dynamicSweepScratch[i];
IReadOnlyList<uint> renderCells = ResolveDynamicRenderCells(
in record,
_tryGetRetailCellArray,
_shadows.GetOwnerCells,
_findParentLocalId);
out bool usedFallback);
if (usedFallback)
UnregisteredStaticRenderFallbackCount++;
BucketDynamicRecord(
in record,
renderCells,
@ -277,48 +275,39 @@ internal sealed class WalkProductionWorldData : IWalkFrameWorldData
}
/// <summary>
/// Retail <c>CPhysicsObj::add_shadows_to_cells</c> recursively passes the
/// root object's same CELLARRAY to every child in its CHILDLIST. Attached
/// projections deliberately own no independent collision rows in acdream,
/// so walk their accepted parent chain until the root's retained array is
/// found. Ordinary dynamics continue to consume only their own rows.
/// Campaign OVERHAUL S2 chunk 4: one dynamic record's render-cell
/// membership, borrowed from <see cref="ShadowObjectRegistry.TryGetRetailCellArray"/>
/// — the SAME direct read <see cref="ResolveOutdoorStaticRenderCells"/>
/// uses. An equipped child's retail array is now published by
/// <see cref="ShadowObjectRegistry.AttachChild"/> at the registry (retail
/// Contract B's <c>add_shadows_to_cells</c> child-inheritance recursion),
/// so this no longer needs its own render-side parent-chain walk — the
/// registry already resolved a nested attachment to its ultimate root.
/// When the registry has no retail array yet for this entity (the same
/// streaming-window race <see cref="ResolveIndoorStaticRenderCells"/>
/// documents), the fallback is today's collision-flood
/// <see cref="ShadowObjectRegistry.GetOwnerCells"/> answer, counted the
/// same way as the static fallbacks via <paramref name="usedFallback"/>.
/// </summary>
internal static IReadOnlyList<uint> ResolveDynamicRenderCells(
in RenderProjectionRecord record,
Func<uint, (bool Found, IReadOnlyList<uint> Cells)> tryGetRetailCellArray,
Func<uint, IReadOnlyList<uint>> getOwnerCells,
Func<uint, uint?> findParentLocalId)
out bool usedFallback)
{
ArgumentNullException.ThrowIfNull(tryGetRetailCellArray);
ArgumentNullException.ThrowIfNull(getOwnerCells);
ArgumentNullException.ThrowIfNull(findParentLocalId);
uint current = record.Source.LocalEntityId;
IReadOnlyList<uint> cells = getOwnerCells(current);
if (cells.Count > 0
|| record.EntityPayload.CasterIdentity
!= RenderCasterIdentityKind.EquippedChild)
(bool found, IReadOnlyList<uint> cells) =
tryGetRetailCellArray(record.Source.LocalEntityId);
if (found)
{
usedFallback = false;
return cells;
}
// ParentAttachmentState rejects cycles. Keep a hard bound here so a
// corrupted diagnostic callback still cannot stall a render frame.
for (int depth = 0; depth < 64; depth++)
{
uint? parent = findParentLocalId(current);
if (parent is not { } parentId
|| parentId == 0u
|| parentId == current)
{
break;
}
current = parentId;
cells = getOwnerCells(current);
if (cells.Count > 0)
return cells;
}
return Array.Empty<uint>();
usedFallback = true;
return getOwnerCells(record.Source.LocalEntityId);
}
/// <summary>

View file

@ -127,6 +127,17 @@ internal sealed class CollisionWorldState
ShadowEntityRetailCellArrayRoutes { get; } = new();
internal Dictionary<uint, List<RetailPartEntry>> RetailPartEntriesByCell { get; } = new();
// ── Campaign OVERHAUL S2 chunk 4 ────────────────────────────────────────
// Retail's add_shadows_to_cells (0x00514ae0) child-inheritance recursion
// (oh1-construction-landscape-contract.md Contract B): an attached
// projection (equipped weapon/shield/ammunition) owns no independent
// collision shapes and inherits its root's retail CELLARRAY instead of
// flooding its own. See ShadowObjectRegistry.AttachChild/DetachChild.
internal Dictionary<uint, uint> ShadowChildParent { get; } = new();
internal Dictionary<uint, List<uint>> ShadowParentChildren { get; } = new();
internal Dictionary<uint, IReadOnlyList<ShadowShape>>
ShadowChildPartArrays { get; } = new();
// ── O1 per-prefix installed-key ledgers ────────────────────────────────
// Every mutation of the five landblock-scoped world maps goes through the
// typed helpers below so these ledgers stay exact. The seal's landblock-

View file

@ -89,6 +89,27 @@ public sealed class ShadowObjectRegistry
private Dictionary<uint, List<RetailPartEntry>> _retailPartEntriesByCell =>
_collisionWorld.Current.RetailPartEntriesByCell;
/// <summary>
/// Campaign OVERHAUL S2 chunk 4: immediate parent (attachment point) for
/// every entity attached via <see cref="AttachChild"/> — retail's
/// <c>add_shadows_to_cells</c> child-inheritance recursion (Contract B).
/// A nested attachment's ultimate root is resolved by walking this map;
/// see <see cref="ResolveAttachRoot"/>.
/// </summary>
private Dictionary<uint, uint> _childParent =>
_collisionWorld.Current.ShadowChildParent;
/// <summary>Direct children of one attachment point, in attach (child-list)
/// order — the reverse index of <see cref="_childParent"/>.</summary>
private Dictionary<uint, List<uint>> _parentChildren =>
_collisionWorld.Current.ShadowParentChildren;
/// <summary>Each attached child's OWN visual part array (its equipped
/// item's Setup parts), published into the root's cells by
/// <see cref="PublishChildEntries"/> — never flooded independently.</summary>
private Dictionary<uint, IReadOnlyList<ShadowShape>> _childPartArrays =>
_collisionWorld.Current.ShadowChildPartArrays;
/// <summary>
/// BR-7: per-entity registration arguments, kept so a registration can be
/// RE-RUN when more cells hydrate. Retail's equivalent is
@ -400,61 +421,6 @@ public sealed class ShadowObjectRegistry
private PhysicsDataCache? _fallback;
private PhysicsDataCache FloodCache => DataCache ?? _fallbackCache;
/// <summary>
/// Retail's exact <c>CObjCell::find_cell_list</c>/<c>find_bbox_cell_list</c>
/// CELLARRAY (Contract A, re-verified 2026-09-01 through the live Ghidra
/// bridge at <c>127.0.0.1:8081</c> against <c>patchmem.gpr</c>) for one
/// entity's WHOLE part array, plus the sibling
/// <c>CPartArray::AddPartsShadow</c> (0x00517e40) per-cell part-entry
/// product, published into <see cref="_retailPartEntriesByCell"/>.
///
/// <para>
/// A CHUNK-1 SIDE PRODUCT ONLY (Campaign OVERHAUL S2 chunk 1,
/// `docs/research/2026-09-01-overhaul/s2-membership-ownership-map.md`
/// §3): it never writes <see cref="_entityToCells"/> or
/// <see cref="_cells"/>, and nothing in production reads it yet.
/// </para>
///
/// <para>
/// Route — <c>CPhysicsObj::calc_cross_cells_static</c> 0x00515160's
/// branch table:
/// </para>
/// <list type="bullet">
/// <item>cylsphere (<c>CObjCell::find_cell_list</c> 0x0052b9f0, over the
/// authored CylSpheres, reusing <see cref="BuildFloodSpheres"/> — "today's
/// cylinder registration") when <c>(state &amp; 0x10000) == 0</c> AND the
/// object's authored COLLISION dispatch (<paramref name="collisionShapes"/>,
/// retail <c>CPartArray::GetNumCylsphere() != 0</c>: the Setup's
/// CylSpheres) carries at least one
/// <see cref="ShadowCollisionType.Cylinder"/> shape. The visual part array
/// never decides the route: retail's cylspheres are Setup collision data,
/// not parts;</item>
/// <item>otherwise the bbox route (<c>CPhysicsObj::find_bbox_cell_list</c>
/// 0x00510fc0 via <see cref="CellTransit.BuildShadowCellSetFromParts"/>) —
/// every other case, including a BSP-bearing object (state bit set) and a
/// part array with no authored CylSpheres at all.</item>
/// </list>
/// </summary>
private void RecomputeRetailCellArray(
uint entityId,
uint seedCellId,
Vector3 entityWorldPos,
Quaternion entityWorldRot,
uint state,
IReadOnlyList<ShadowShape> collisionShapes,
IReadOnlyList<ShadowShape> partArray,
bool isStatic)
{
ClearRetailCellArray(entityId);
if (partArray.Count == 0 || seedCellId == 0u)
return;
_entityRetailPartArrays[entityId] = partArray;
(IReadOnlyList<uint> cellArray, RetailCellArrayRoute route) = ComputeContractACellArray(
seedCellId, entityWorldPos, entityWorldRot, state, collisionShapes, partArray, isStatic);
PublishRetailCellArray(entityId, cellArray, route, partArray);
}
/// <summary>
/// Campaign OVERHAUL S2 chunk 3: retail's <c>calc_cross_cells_static</c>
/// (0x00515160) dispatch + flood, PURE — no registry state is read or
@ -523,6 +489,16 @@ public sealed class ShadowObjectRegistry
/// <c>remove_shadows_from_cells</c> symmetry for this side product. The
/// route is recorded even when <paramref name="cellArray"/> is empty —
/// the dispatch decision was still made.
///
/// <para>
/// Campaign OVERHAUL S2 chunk 4: this is retail's ONE place a
/// <c>CPhysicsObj</c>'s CELLARRAY changes, so it is also the one place
/// that re-runs <see cref="RepublishAttachedChildren"/> — Contract B's
/// "after the root, add_shadows_to_cells recursively passes the same
/// CELLARRAY to every object in children". Harmless no-op on a scratch
/// staging registry (<see cref="TryPrepareSetPosition"/>), which never
/// carries any attach relationships of its own.
/// </para>
/// </summary>
private void PublishRetailCellArray(
uint entityId,
@ -537,29 +513,43 @@ public sealed class ShadowObjectRegistry
}
_retailCellArrayRoutes[entityId] = route;
if (cellArray.Count == 0)
{
RepublishAttachedChildren(entityId);
return;
}
var orderedCells = new List<uint>(cellArray.Count);
for (int i = 0; i < cellArray.Count; i++)
orderedCells.Add(cellArray[i]);
_retailCellArrays[entityId] = orderedCells;
PublishRetailPartEntries(entityId, orderedCells, partArray);
RepublishAttachedChildren(entityId);
}
/// <summary>
/// Recomputes <see cref="RecomputeRetailCellArray"/> at a new position
/// when — and only when — a retail part array is currently retained for
/// <paramref name="entityId"/>. No-op for every entity registered
/// without one (item E of the S2 chunk-1 contract: existing callers stay
/// byte-for-byte unaffected).
/// Campaign OVERHAUL S2 chunk 4: publishes the retail render product from
/// the SAME exact cell list the move-path collision republish
/// (<see cref="ReplacePositionRows"/>) just used — no second,
/// independently-flooded cell array. Retail's
/// <c>CPhysicsObj::SetPositionInternal</c> (pc:283399) does exactly this
/// on a successful transition: <c>add_shadows_to_cells(this,
/// &amp;arg2-&gt;cell_array)</c> (pc:283536-283537) consumes the
/// TRANSITION's own array for BOTH the collision <c>CShadowObj</c> list
/// and the render <c>shadow_part_list</c> in one call — there is no
/// separate bbox/cylsphere dispatch on the move path
/// (<c>calc_cross_cells_static</c> only runs at registration, or at a
/// full recompute gated by the <c>HAS_PHYSICS_BSP_PS</c> state bit,
/// pc:283528, which acdream maps to <see cref="PhysicsShadowCommitAction.Recalculate"/>
/// → <see cref="UpdatePosition"/>, unaffected by this method).
/// A no-op (existing rows retained, matching retail's <c>num_cells &gt;
/// 0</c> gate, pc:283540) when no retail part array is retained for this
/// entity — item E of the S2 chunk-1 contract: a caller that never
/// supplied a part array stays byte-for-byte unaffected on every move
/// too.
/// </summary>
private void RecomputeRetailCellArrayIfPresent(
private void PublishRetailProductFromExactCells(
uint entityId,
uint seedCellId,
Vector3 worldPosition,
Quaternion worldRotation,
uint state,
bool isStatic)
IReadOnlyList<uint> exactCells)
{
if (!_entityRetailPartArrays.TryGetValue(
entityId,
@ -568,23 +558,23 @@ public sealed class ShadowObjectRegistry
{
return;
}
// The retained multipart collision dispatch decides the route; a
// single-shape registration retains none, which can only be a
// non-cylsphere object here (cylinder singles never move).
IReadOnlyList<ShadowShape> collisionShapes =
_entityShapes.TryGetValue(entityId, out var retainedShapes)
? retainedShapes
: Array.Empty<ShadowShape>();
RecomputeRetailCellArray(
entityId, seedCellId, worldPosition, worldRotation, state,
collisionShapes, partArray, isStatic);
// The route is retail's calc_cross_cells_static DISPATCH decision
// (cylsphere vs bbox); the move path never re-runs that dispatch, so
// the route recorded at the last actual dispatch (registration, or a
// Recalculate-driven full recompute) still describes it exactly.
RetailCellArrayRoute route = _retailCellArrayRoutes.TryGetValue(
entityId,
out RetailCellArrayRoute existingRoute)
? existingRoute
: RetailCellArrayRoute.None;
PublishRetailCellArray(entityId, exactCells, route, partArray);
}
/// <summary>
/// Removes every retained retail-cell-array product for
/// <paramref name="entityId"/>: the part array, the route, the ordered
/// CELLARRAY, and every per-cell <see cref="RetailPartEntry"/> row it
/// published. The inverse of <see cref="RecomputeRetailCellArray"/>,
/// published. The inverse of <see cref="PublishRetailCellArray"/>,
/// mirroring retail's <c>remove_shadows_from_cells</c> (0x00511230)
/// symmetry for this side product.
/// </summary>
@ -601,10 +591,12 @@ public sealed class ShadowObjectRegistry
/// <summary>Removes every <see cref="RetailPartEntry"/> owned by
/// <paramref name="entityId"/> from each of <paramref name="cellIds"/>,
/// reclaiming a cell's list once it is left empty.</summary>
/// reclaiming a cell's list once it is left empty. Accepts
/// <see cref="IReadOnlyList{T}"/> so an attached child can share the
/// root's own cell list (chunk 4) without a defensive copy.</summary>
private void RemoveRetailPartEntriesFromCells(
uint entityId,
List<uint> cellIds)
IReadOnlyList<uint> cellIds)
{
for (int i = 0; i < cellIds.Count; i++)
{
@ -629,7 +621,7 @@ public sealed class ShadowObjectRegistry
/// </summary>
private void PublishRetailPartEntries(
uint entityId,
List<uint> orderedCells,
IReadOnlyList<uint> orderedCells,
IReadOnlyList<ShadowShape> partArray)
{
bool clipPlanesRequired = orderedCells.Count > 1;
@ -657,7 +649,9 @@ public sealed class ShadowObjectRegistry
/// <summary>
/// The retail CELLARRAY retained for <paramref name="entityId"/> — see
/// <see cref="RecomputeRetailCellArray"/>. Returns <see langword="false"/>
/// <see cref="ComputeContractACellArray"/> (registration) and
/// <see cref="PublishRetailProductFromExactCells"/> (movement). Returns
/// <see langword="false"/>
/// when no retail part array was ever supplied for this entity (every
/// existing caller that omits the new trailing <c>partArray</c> parameter
/// on <see cref="Register"/>/<see cref="RegisterMultiPart"/>) or when the
@ -698,6 +692,208 @@ public sealed class ShadowObjectRegistry
? route
: RetailCellArrayRoute.None;
/// <summary>
/// Hard bound on an attach chain's depth — mirrors the render-side
/// parent-chain walk this API replaces (Campaign OVERHAUL S2 chunk 4).
/// A corrupted or cyclic caller cannot stall a registration.
/// </summary>
private const int MaxAttachChainDepth = 64;
/// <summary>
/// Campaign OVERHAUL S2 chunk 4: retail's <c>CPhysicsObj::add_shadows_to_cells</c>
/// (0x00514ae0) child-inheritance recursion — "after the root,
/// add_shadows_to_cells recursively passes the same CELLARRAY to every
/// object in <c>children</c>, in child-list order"
/// (<c>oh1-construction-landscape-contract.md</c> Contract B).
/// acdream's attached projections (equipped weapons/shields/ammunition)
/// own no independent collision shapes, so this publishes PART ENTRIES
/// into every cell of <paramref name="rootEntityId"/>'s CURRENT retail
/// CELLARRAY — never a collision row. <paramref name="rootEntityId"/> is
/// the entity <paramref name="childEntityId"/> attaches TO; it may
/// itself already be an attached child, in which case the ULTIMATE root
/// is resolved by walking the existing attach chain (nested attachment).
/// Re-published automatically whenever the root's array changes
/// (registration, move, staged apply, <see cref="ReplaceMultiPartPayload"/>)
/// via <see cref="RepublishAttachedChildren"/>. A cycle or a chain deeper
/// than <see cref="MaxAttachChainDepth"/> is rejected — returns
/// <see langword="false"/> without mutating any state. Re-attaching an
/// already-attached child (a reparent) detaches it from its previous
/// parent first.
/// </summary>
public bool AttachChild(
uint childEntityId,
uint rootEntityId,
IReadOnlyList<ShadowShape> childPartArray)
{
ArgumentNullException.ThrowIfNull(childPartArray);
if (!TryValidateAttach(childEntityId, rootEntityId))
return false;
if (_childParent.ContainsKey(childEntityId))
DetachChildCore(childEntityId, removeFromParentList: true);
_childParent[childEntityId] = rootEntityId;
if (!_parentChildren.TryGetValue(rootEntityId, out List<uint>? siblings))
{
siblings = new List<uint>();
_parentChildren[rootEntityId] = siblings;
}
siblings.Add(childEntityId);
_childPartArrays[childEntityId] = childPartArray;
PublishChildEntries(childEntityId);
return true;
}
/// <summary>
/// Campaign OVERHAUL S2 chunk 4: the inverse of <see cref="AttachChild"/>
/// — retail's <c>remove_shadows_from_cells</c> (0x00511230) symmetry for
/// one attached child. Also detaches every descendant of
/// <paramref name="childEntityId"/> (a nested child of a child), matching
/// retail's recursion through <c>children</c> on removal too. No-op
/// (returns <see langword="false"/>) when <paramref name="childEntityId"/>
/// is not currently attached.
/// </summary>
public bool DetachChild(uint childEntityId) =>
DetachChildCore(childEntityId, removeFromParentList: true);
private bool DetachChildCore(uint childEntityId, bool removeFromParentList)
{
if (!_childParent.TryGetValue(childEntityId, out uint parentId))
return false;
if (_parentChildren.TryGetValue(childEntityId, out List<uint>? grandchildren)
&& grandchildren.Count > 0)
{
uint[] toDetach = grandchildren.ToArray();
for (int i = 0; i < toDetach.Length; i++)
DetachChildCore(toDetach[i], removeFromParentList: false);
_parentChildren.Remove(childEntityId);
}
if (_retailCellArrays.TryGetValue(childEntityId, out List<uint>? cells))
{
RemoveRetailPartEntriesFromCells(childEntityId, cells);
_retailCellArrays.Remove(childEntityId);
}
_childPartArrays.Remove(childEntityId);
_childParent.Remove(childEntityId);
if (removeFromParentList
&& _parentChildren.TryGetValue(parentId, out List<uint>? siblings))
{
siblings.Remove(childEntityId);
if (siblings.Count == 0)
_parentChildren.Remove(parentId);
}
return true;
}
/// <summary>
/// Validates an <see cref="AttachChild"/> call before any state
/// mutation: rejects a direct self-attach and any attach that would form
/// a cycle (<paramref name="childEntityId"/> already an ancestor of
/// <paramref name="parentId"/> through the existing chain), and bounds
/// the walk at <see cref="MaxAttachChainDepth"/>.
/// </summary>
private bool TryValidateAttach(uint childEntityId, uint parentId)
{
if (childEntityId == parentId)
return false;
uint current = parentId;
for (int depth = 0; depth < MaxAttachChainDepth; depth++)
{
if (!_childParent.TryGetValue(current, out uint next))
return true; // reached the current chain's root — no cycle
if (next == childEntityId)
return false; // would form a cycle
current = next;
}
return false; // chain too deep — defensive
}
/// <summary>
/// Walks <see cref="_childParent"/> from <paramref name="entityId"/> up
/// to its ultimate root (an id with no recorded parent), bounded at
/// <see cref="MaxAttachChainDepth"/>. Safe to call post-attach because
/// <see cref="TryValidateAttach"/> already proved the chain acyclic.
/// </summary>
private uint ResolveAttachRoot(uint entityId)
{
uint current = entityId;
for (int depth = 0; depth < MaxAttachChainDepth; depth++)
{
if (!_childParent.TryGetValue(current, out uint parent))
return current;
current = parent;
}
return current;
}
/// <summary>
/// (Re)publishes <paramref name="childEntityId"/>'s retail part entries
/// from its resolved root's CURRENT retail cell array — never an
/// independent flood. Clears the child's own previously published
/// entries first. When the root has no published array (not yet
/// registered, or its own array collapsed to empty), the child's
/// entries are cleared too and nothing is republished — the same
/// keep-when-empty symmetry <see cref="PublishRetailCellArray"/> applies
/// to the root itself.
/// </summary>
private void PublishChildEntries(uint childEntityId)
{
if (_retailCellArrays.TryGetValue(childEntityId, out List<uint>? previousCells))
{
RemoveRetailPartEntriesFromCells(childEntityId, previousCells);
_retailCellArrays.Remove(childEntityId);
}
if (!_childPartArrays.TryGetValue(childEntityId, out IReadOnlyList<ShadowShape>? partArray))
return;
uint root = ResolveAttachRoot(childEntityId);
if (root == childEntityId
|| !_retailCellArrays.TryGetValue(root, out List<uint>? rootCells)
|| rootCells.Count == 0)
{
return;
}
// Share the root's own list reference — PublishRetailCellArray never
// mutates a published List<uint> in place, always replaces it
// wholesale, so this stays valid until the NEXT publish (which
// republishes this child too, see RepublishAttachedChildren).
_retailCellArrays[childEntityId] = rootCells;
PublishRetailPartEntries(childEntityId, rootCells, partArray);
}
/// <summary>
/// Re-publishes every attached child of <paramref name="rootId"/> — DIRECT
/// children first (in child-list/attach order), each recursively followed
/// by its OWN attached children, matching retail's
/// <c>add_shadows_to_cells</c> depth-first recursion through
/// <c>children</c> exactly. Called from every place a root's retail cell
/// array is (re)published: <see cref="PublishRetailCellArray"/> (covers
/// registration and, via <see cref="PublishRetailProductFromExactCells"/>,
/// movement), <see cref="TryApplySetPosition"/> (staged apply), and
/// <see cref="ReplaceMultiPartPayload"/>. A no-op leaf call when
/// <paramref name="rootId"/> has no attached children.
/// </summary>
private void RepublishAttachedChildren(uint rootId)
{
if (!_parentChildren.TryGetValue(rootId, out List<uint>? children)
|| children.Count == 0)
{
return;
}
for (int i = 0; i < children.Count; i++)
{
uint childId = children[i];
PublishChildEntries(childId);
RepublishAttachedChildren(childId);
}
}
/// <summary>
/// Register a single-shape entity. <paramref name="seedCellId"/> is the
/// entity's <c>m_position.objcell_id</c> — the flood seed. Pass 0 to
@ -1029,6 +1225,13 @@ public sealed class ShadowObjectRegistry
{
RemoveRetailPartEntriesFromCells(entityId, retailCells);
PublishRetailPartEntries(entityId, retailCells, partArray);
// Campaign OVERHAUL S2 chunk 4: the root's own cell SET is
// unchanged here (SetPart never re-floods), but item B's
// contract lists this call among the root-array-touching
// sites a child must stay consistent with — cheap and
// harmless since the child's cells never actually change
// when the root's do not.
RepublishAttachedChildren(entityId);
}
}
@ -1675,6 +1878,13 @@ public sealed class ShadowObjectRegistry
_ownerVersions[prepared.EntityId] = prepared.FinalOwnerVersion;
_lastAppliedSetPositionCommitId = prepared.CommitId;
_pendingSetPositionDispatches.Add(prepared.CommitId);
// Campaign OVERHAUL S2 chunk 4: the staging registry that computed
// `prepared` carries none of THIS (live) registry's attach
// relationships — RepublishAttachedChildren was a no-op there. Now
// that the root's new retail cell array is live, propagate it to
// every attached child (item B: "staged apply" is one of the
// triggers).
RepublishAttachedChildren(prepared.EntityId);
receipt = new SetPositionShadowCommitReceipt(
prepared.CommitId,
prepared.EntityId,
@ -2060,15 +2270,18 @@ public sealed class ShadowObjectRegistry
return;
}
// Campaign OVERHAUL S2 chunk 4: retail's keep-when-empty gate
// (pc:283540) reached its terminal case — no retained collision
// cells at all to republish from — so BOTH products stay exactly as
// they were. No independent retail-array recompute here any more;
// that was the "two floods disagreeing over the same input"
// duplication chunk 3's evidence (§6) flagged and chunk 4 removes.
_entityReg[entityId] = registration with
{
SeedCellId = seedCellId,
EntityWorldPos = worldPosition,
EntityWorldRot = worldRotation,
};
RecomputeRetailCellArrayIfPresent(
entityId, seedCellId, worldPosition, worldRotation,
registration.State, registration.IsStatic);
BumpOwnerVersion(entityId);
}
@ -2171,9 +2384,14 @@ public sealed class ShadowObjectRegistry
if (withdrawn.Count == 0)
_withdrawnPrefixesByOwner.Remove(entityId);
}
RecomputeRetailCellArrayIfPresent(
entityId, seedCellId, worldPosition, worldRotation,
registration.State, registration.IsStatic);
// Campaign OVERHAUL S2 chunk 4: one array, two products. The retail
// render product is published from the SAME exact cell list collision
// just used (`exactCells`) — not a second, independently-flooded
// array — mirroring retail's SetPositionInternal
// add_shadows_to_cells(this, &arg2->cell_array) call (pc:283537),
// which consumes the transition's own array for both products at
// once.
PublishRetailProductFromExactCells(entityId, exactCells);
BumpOwnerVersion(entityId);
}
@ -2470,9 +2688,30 @@ public sealed class ShadowObjectRegistry
BumpOwnerVersion(entityId);
}
/// <summary>Remove an entity from all cells it was registered in.</summary>
/// <summary>
/// Remove an entity from all cells it was registered in. Campaign
/// OVERHAUL S2 chunk 4: mirrors retail's <c>remove_shadows_from_cells</c>
/// (0x00511230) full symmetry — a genuine teardown (as opposed to the
/// internal "clear then re-register" idiom <see cref="Register"/>/
/// <see cref="RegisterMultiPart"/> use ahead of their own flood, which
/// must NOT detach children) cascades through every attached child
/// (Contract B: "remove_shadows_from_cells... recurses through
/// children"), and detaches this entity itself if it was ITSELF an
/// attached child.
/// </summary>
public void Deregister(uint entityId)
=> DeregisterCore(entityId, publishMutation: true);
{
if (_parentChildren.TryGetValue(entityId, out List<uint>? children)
&& children.Count > 0)
{
uint[] toDetach = children.ToArray();
for (int i = 0; i < toDetach.Length; i++)
DetachChildCore(toDetach[i], removeFromParentList: false);
_parentChildren.Remove(entityId);
}
DetachChildCore(entityId, removeFromParentList: true);
DeregisterCore(entityId, publishMutation: true);
}
private void DeregisterCore(uint entityId, bool publishMutation)
{
@ -3147,8 +3386,8 @@ public sealed class ShadowObjectRegistry
}
// Campaign OVERHAUL S2 chunk 3: seed the retail render product too —
// without this, a staging registry's own internal Contract-A
// recompute (RecomputeRetailCellArrayIfPresent, reached through
// without this, a staging registry's own internal move-path publish
// (PublishRetailProductFromExactCells, reached through
// CommitSetPosition) finds nothing retained and silently no-ops,
// dropping the retail product for every entity that moves through
// the staged TryPrepareSetPosition/TryApplySetPosition pipeline.
@ -3428,6 +3667,17 @@ public sealed class ShadowObjectRegistry
_prefixScratch.Clear();
_removedPrefixScratch.Clear();
_pendingSetPositionDispatches.Clear();
// The retail render product (chunk 1/3) and the attach-chain state
// (chunk 4) were missing from this reset — a stale entry would
// otherwise survive a terminal Clear() into whatever the SAME
// registry instance is used for next.
_entityRetailPartArrays.Clear();
_retailCellArrays.Clear();
_retailCellArrayRoutes.Clear();
_retailPartEntriesByCell.Clear();
_childParent.Clear();
_parentChildren.Clear();
_childPartArrays.Clear();
_fallback = null;
}

View file

@ -1388,7 +1388,9 @@ public sealed class LiveEntityNetworkOnPositionCollapseMatrixTests
static (_, _, _) =>
new ExactProjectionWithdrawalOutcome(
ExactProjectionWithdrawalDisposition.Superseded,
null)),
null),
Shadows,
new PhysicsDataCache()),
new ProjectileController(Runtime),
animatedEntities,
new RemoteMovementObservationTracker(),

View file

@ -653,7 +653,9 @@ public sealed class LiveEntityNetworkRemoteTeleportPresentationTests
static (_, _, _) =>
new ExactProjectionWithdrawalOutcome(
ExactProjectionWithdrawalDisposition.Superseded,
null)),
null),
Shadows,
new PhysicsDataCache()),
new ProjectileController(Runtime),
animatedEntities,
new RemoteMovementObservationTracker(),

View file

@ -9,6 +9,7 @@ using AcDream.Content;
using AcDream.Core.Items;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
@ -1767,7 +1768,9 @@ public sealed class EquippedChildProjectionWithdrawalTests
Live,
Poses,
update => Live.TryApplyParent(update, out _),
withdraw);
withdraw,
new ShadowObjectRegistry(),
new PhysicsDataCache());
_lifecycle.Bind(new DelegateLiveEntityRuntimeComponentLifecycle(
Controller.OnLogicalTeardown));
}

View file

@ -231,16 +231,56 @@ public sealed class WalkProductionWorldDataTests
Assert.Empty(outdoor);
}
// Campaign OVERHAUL S2 chunk 4: ResolveDynamicRenderCells is now a direct
// TryGetRetailCellArray read for EVERY dynamic record, children included
// — ShadowObjectRegistry.AttachChild owns Contract B's child-inheritance
// recursion at the registry, so the render-side parent-chain walk this
// test used to exercise no longer exists.
private static ShadowShape ChildBsp(uint gfxObjId) =>
ShadowShape.Bsp(
gfxObjId,
Vector3.Zero,
Quaternion.Identity,
scale: 1f,
localGeometry: ShadowPartGeometry.Create(
new FlatCollisionSphere(Vector3.Zero, 1f), null));
[Fact]
public void ResolveDynamicRenderCells_EquippedDescendantInheritsRootCellArray()
public void ResolveDynamicRenderCells_AttachedChildReadsTheRegistrysRetailCellArrayDirectly()
{
var shadows = new ShadowObjectRegistry();
const uint rootId = 0x5000000Au;
const uint childId = 0x800045EEu;
IReadOnlyList<ShadowShape> rootParts = new[] { ChildBsp(0x02000001u) };
shadows.RegisterMultiPart(
rootId,
new Vector3(12f, 12f, 50f),
Quaternion.Identity,
rootParts,
state: 0u,
flags: EntityCollisionFlags.None,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: 0xF4180000u,
seedCellId: 0xF4180104u,
isStatic: false,
partArray: rootParts);
Assert.True(shadows.TryGetRetailCellArray(rootId, out IReadOnlyList<uint> rootCells));
Assert.NotEmpty(rootCells); // the fixture must actually exercise a flood
// No render-side parent walk any more: Contract B's inheritance is
// owned by the registry at attach time.
Assert.True(shadows.AttachChild(childId, rootId, new[] { ChildBsp(0x02000002u) }));
RenderProjectionRecord wand = Record(
id: 0x800045EEu,
id: childId,
position: Vector3.Zero) with
{
Source = new RenderSourceMetadata() with
{
LocalEntityId = 0x800045EEu,
LocalEntityId = childId,
ParentCellId = 0xF4180104u,
},
EntityPayload = new RenderEntityPayload() with
@ -248,27 +288,66 @@ public sealed class WalkProductionWorldDataTests
CasterIdentity = RenderCasterIdentityKind.EquippedChild,
},
};
var owners = new Dictionary<uint, IReadOnlyList<uint>>
{
[0x5000000Au] = [0xF4180106u, 0xF4180104u],
};
var parents = new Dictionary<uint, uint>
{
[0x800045EEu] = 0x80000461u,
[0x80000461u] = 0x5000000Au,
};
IReadOnlyList<uint> cells =
WalkProductionWorldData.ResolveDynamicRenderCells(
in wand,
id => owners.TryGetValue(id, out IReadOnlyList<uint>? value)
? value
: Array.Empty<uint>(),
id => parents.TryGetValue(id, out uint value)
? value
: null);
id => shadows.TryGetRetailCellArray(id, out IReadOnlyList<uint> c)
? (true, c)
: (false, Array.Empty<uint>()),
shadows.GetOwnerCells,
out bool usedFallback);
Assert.Equal([0xF4180106u, 0xF4180104u], cells);
Assert.False(usedFallback);
Assert.Equal(rootCells, cells);
}
[Fact]
public void ResolveDynamicRenderCells_UnregisteredEntityFallsBackToOwnerCells()
{
var shadows = new ShadowObjectRegistry();
const uint entityId = 0x00099Fu;
IReadOnlyList<ShadowShape> shapes = new[] { ChildBsp(0x02000003u) };
shadows.RegisterMultiPart(
entityId,
new Vector3(12f, 12f, 50f),
Quaternion.Identity,
shapes,
state: 0u,
flags: EntityCollisionFlags.None,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: 0xF4180000u,
seedCellId: 0xF4180104u,
isStatic: false);
// No partArray supplied above -> no retail cell array registered for
// this entity (item E of the S2 chunk-1 contract), so the ordinary
// collision-flood answer is the conservative fallback.
Assert.False(shadows.TryGetRetailCellArray(entityId, out _));
Assert.NotEmpty(shadows.GetOwnerCells(entityId));
RenderProjectionRecord record = Record(
id: entityId,
position: Vector3.Zero) with
{
Source = new RenderSourceMetadata() with
{
LocalEntityId = entityId,
ParentCellId = 0xF4180104u,
},
};
IReadOnlyList<uint> cells =
WalkProductionWorldData.ResolveDynamicRenderCells(
in record,
id => shadows.TryGetRetailCellArray(id, out IReadOnlyList<uint> c)
? (true, c)
: (false, Array.Empty<uint>()),
shadows.GetOwnerCells,
out bool usedFallback);
Assert.True(usedFallback);
Assert.Equal(shadows.GetOwnerCells(entityId), cells);
}
// -----------------------------------------------------------------

View file

@ -294,8 +294,17 @@ public class ShadowObjectRegistryRetailCellArrayTests
e => e.EntityId == entityId);
}
// -------------------------------------------------------------------
// Campaign OVERHAUL S2 chunk 4: "one array, two products" on the move
// path too. Retail's SetPositionInternal (pc:283399) republishes BOTH
// the collision CShadowObj list and the retail render product from the
// SAME transition cell_array (pc:283536-283537) — never a second,
// independently-flooded array. The retail array must therefore equal
// GetOwnerCells after every CommitSetPosition variant.
// -------------------------------------------------------------------
[Fact]
public void CommitSetPosition_WithRetainedPartArray_RecomputesRetailCellArray()
public void CommitSetPosition_NoneAction_PublishesRetailProductFromTheRetainedCells()
{
var reg = new ShadowObjectRegistry();
const uint entityId = 0x16u;
@ -307,7 +316,13 @@ public class ShadowObjectRegistryRetailCellArrayTests
Assert.True(reg.TryGetRetailCellArray(entityId, out var before));
Assert.Equal(new[] { CellA }, before);
var moved = new Vector3(42f, 12f, 50f); // -> CellB
// A .None commit carries no transition cell_array of its own (it
// maps to retail's "cell did not change" branch, e.g. ForceIntoCell
// with changedCell == false) — CommitSetPosition's None action
// republishes at the RETAINED cells (CellA), not a fresh flood from
// the new world position, even though (42,12,50) would geometrically
// resolve to CellB. Both products must agree either way.
var moved = new Vector3(42f, 12f, 50f);
reg.CommitSetPosition(
entityId,
moved,
@ -318,8 +333,72 @@ public class ShadowObjectRegistryRetailCellArrayTests
action: PhysicsShadowCommitAction.None,
crossCellIds: ImmutableArray<uint>.Empty);
Assert.Equal(new[] { CellA }, reg.GetOwnerCells(entityId));
Assert.True(reg.TryGetRetailCellArray(entityId, out var after));
Assert.Equal(new[] { CellB }, after);
Assert.Equal(reg.GetOwnerCells(entityId), after);
}
[Fact]
public void CommitSetPosition_ReplaceAction_PublishesRetailProductFromTheTransitionCellArray()
{
var reg = new ShadowObjectRegistry();
const uint entityId = 0x18u;
IReadOnlyList<ShadowShape> parts = new[] { Cyl(0x6101u) };
reg.RegisterMultiPart(entityId, Pos, Quaternion.Identity, parts,
state: 0u, flags: EntityCollisionFlags.None, OffX, OffY, LbId,
isStatic: false, partArray: parts);
Assert.True(reg.TryGetRetailCellArray(entityId, out var before));
Assert.Equal(new[] { CellA }, before);
// .Replace supplies the transition's own crossCellIds — retail's
// arg2->cell_array. Both products move to it directly; there is no
// second, independently-computed cell array to disagree with it.
var moved = new Vector3(42f, 12f, 50f);
reg.CommitSetPosition(
entityId,
moved,
Quaternion.Identity,
seedCellId: CellB,
worldOffsetX: OffX,
worldOffsetY: OffY,
action: PhysicsShadowCommitAction.Replace,
crossCellIds: [CellB]);
Assert.Equal(new[] { CellB }, reg.GetOwnerCells(entityId));
Assert.True(reg.TryGetRetailCellArray(entityId, out var after));
Assert.Equal(reg.GetOwnerCells(entityId), after);
}
[Fact]
public void CommitSetPosition_KeepWhenEmpty_LeavesBothProductsUntouched()
{
var reg = new ShadowObjectRegistry();
const uint entityId = 0x19u;
IReadOnlyList<ShadowShape> parts = new[] { Cyl(0x6201u) };
reg.RegisterMultiPart(entityId, Pos, Quaternion.Identity, parts,
state: 0u, flags: EntityCollisionFlags.None, OffX, OffY, LbId,
isStatic: false, partArray: parts);
Assert.True(reg.TryGetRetailCellArray(entityId, out var before));
Assert.Equal(new[] { CellA }, before);
// Retail's num_cells > 0 gate (pc:283534/pc:283540): an EMPTY
// transition cell_array leaves the previous shadows exactly as they
// were for BOTH products — no republish of either.
reg.CommitSetPosition(
entityId,
Pos,
Quaternion.Identity,
seedCellId: CellA,
worldOffsetX: OffX,
worldOffsetY: OffY,
action: PhysicsShadowCommitAction.Preserve,
crossCellIds: ImmutableArray<uint>.Empty);
Assert.Equal(new[] { CellA }, reg.GetOwnerCells(entityId));
Assert.True(reg.TryGetRetailCellArray(entityId, out var after));
Assert.Equal(new[] { CellA }, after);
}
// -------------------------------------------------------------------
@ -564,4 +643,228 @@ public class ShadowObjectRegistryRetailCellArrayTests
Assert.Single(partEntries);
Assert.Equal(0x8101u, partEntries[0].GfxObjId);
}
// -------------------------------------------------------------------
// Campaign OVERHAUL S2 chunk 4: AttachChild/DetachChild — retail's
// add_shadows_to_cells child-inheritance recursion (Contract B). An
// attached projection (equipped weapon/shield/ammunition) owns no
// independent collision shapes; it inherits the root's CELLARRAY and
// gets PART ENTRIES only, never a collision row.
// -------------------------------------------------------------------
private static IReadOnlyList<ShadowShape> ChildParts(params uint[] gfxObjIds)
{
var shapes = new ShadowShape[gfxObjIds.Length];
for (int i = 0; i < gfxObjIds.Length; i++)
shapes[i] = Bsp(gfxObjIds[i]);
return shapes;
}
[Fact]
public void AttachChild_GivesChildTheRootsArrayAndEntries()
{
var reg = new ShadowObjectRegistry();
const uint rootId = 0x40u;
const uint childId = 0x41u;
IReadOnlyList<ShadowShape> rootParts = new[] { Cyl(0x9001u) };
reg.RegisterMultiPart(rootId, Pos, Quaternion.Identity, rootParts,
state: 0u, flags: EntityCollisionFlags.None, OffX, OffY, LbId,
partArray: rootParts);
Assert.True(reg.TryGetRetailCellArray(rootId, out var rootCells));
Assert.Equal(new[] { CellA }, rootCells);
IReadOnlyList<ShadowShape> childParts = ChildParts(0xC001u, 0xC002u);
Assert.True(reg.AttachChild(childId, rootId, childParts));
Assert.True(reg.TryGetRetailCellArray(childId, out var childCells));
Assert.Equal(rootCells, childCells);
var entries = reg.GetRetailPartEntriesInCell(CellA)
.Where(e => e.EntityId == childId)
.OrderBy(e => e.PartIndex)
.ToList();
Assert.Equal(2, entries.Count);
Assert.Equal(0xC001u, entries[0].GfxObjId);
Assert.Equal(0xC002u, entries[1].GfxObjId);
// Never a collision row — acdream's attached projections own none.
Assert.Empty(reg.GetOwnerCells(childId));
Assert.DoesNotContain(
reg.GetObjectsInCell(CellA),
e => e.EntityId == childId);
}
[Fact]
public void AttachChild_RootMove_RepublishesTheChild()
{
var reg = new ShadowObjectRegistry();
const uint rootId = 0x42u;
const uint childId = 0x43u;
IReadOnlyList<ShadowShape> rootParts = new[] { Cyl(0x9101u) };
reg.RegisterMultiPart(rootId, Pos, Quaternion.Identity, rootParts,
state: 0u, flags: EntityCollisionFlags.None, OffX, OffY, LbId,
isStatic: false, partArray: rootParts);
Assert.True(reg.AttachChild(childId, rootId, ChildParts(0xC101u)));
Assert.True(reg.TryGetRetailCellArray(childId, out var before));
Assert.Equal(new[] { CellA }, before);
var moved = new Vector3(42f, 12f, 50f); // -> CellB
reg.CommitSetPosition(
rootId,
moved,
Quaternion.Identity,
seedCellId: CellB,
worldOffsetX: OffX,
worldOffsetY: OffY,
action: PhysicsShadowCommitAction.Replace,
crossCellIds: [CellB]);
Assert.True(reg.TryGetRetailCellArray(rootId, out var rootAfter));
Assert.Equal(new[] { CellB }, rootAfter);
Assert.True(reg.TryGetRetailCellArray(childId, out var childAfter));
Assert.Equal(rootAfter, childAfter);
Assert.DoesNotContain(
reg.GetRetailPartEntriesInCell(CellA),
e => e.EntityId == childId);
var movedEntries = reg.GetRetailPartEntriesInCell(CellB)
.Where(e => e.EntityId == childId).ToList();
Assert.Single(movedEntries);
Assert.Equal(0xC101u, movedEntries[0].GfxObjId);
}
[Fact]
public void DetachChild_ClearsTheChildsProducts()
{
var reg = new ShadowObjectRegistry();
const uint rootId = 0x44u;
const uint childId = 0x45u;
IReadOnlyList<ShadowShape> rootParts = new[] { Cyl(0x9201u) };
reg.RegisterMultiPart(rootId, Pos, Quaternion.Identity, rootParts,
state: 0u, flags: EntityCollisionFlags.None, OffX, OffY, LbId,
partArray: rootParts);
Assert.True(reg.AttachChild(childId, rootId, ChildParts(0xC201u)));
Assert.True(reg.TryGetRetailCellArray(childId, out _));
Assert.True(reg.DetachChild(childId));
Assert.False(reg.TryGetRetailCellArray(childId, out var afterCells));
Assert.Empty(afterCells);
Assert.DoesNotContain(
reg.GetRetailPartEntriesInCell(CellA),
e => e.EntityId == childId);
// The root itself is untouched.
Assert.True(reg.TryGetRetailCellArray(rootId, out var rootCells));
Assert.Equal(new[] { CellA }, rootCells);
// A second detach is a no-op, not an error.
Assert.False(reg.DetachChild(childId));
}
[Fact]
public void Deregister_RootCascadesDetachOfAttachedChildren()
{
var reg = new ShadowObjectRegistry();
const uint rootId = 0x46u;
const uint childId = 0x47u;
IReadOnlyList<ShadowShape> rootParts = new[] { Cyl(0x9301u) };
reg.RegisterMultiPart(rootId, Pos, Quaternion.Identity, rootParts,
state: 0u, flags: EntityCollisionFlags.None, OffX, OffY, LbId,
partArray: rootParts);
Assert.True(reg.AttachChild(childId, rootId, ChildParts(0xC301u)));
reg.Deregister(rootId);
Assert.False(reg.TryGetRetailCellArray(rootId, out _));
Assert.False(reg.TryGetRetailCellArray(childId, out var childCells));
Assert.Empty(childCells);
Assert.DoesNotContain(
reg.GetRetailPartEntriesInCell(CellA),
e => e.EntityId == childId);
}
[Fact]
public void AttachChild_NestedChildOfAChild_ResolvesToTheRoot()
{
var reg = new ShadowObjectRegistry();
const uint rootId = 0x48u;
const uint directChildId = 0x49u;
const uint grandchildId = 0x4Au;
IReadOnlyList<ShadowShape> rootParts = new[] { Cyl(0x9401u) };
reg.RegisterMultiPart(rootId, Pos, Quaternion.Identity, rootParts,
state: 0u, flags: EntityCollisionFlags.None, OffX, OffY, LbId,
partArray: rootParts);
Assert.True(reg.AttachChild(directChildId, rootId, ChildParts(0xC401u)));
// Attach the grandchild to the DIRECT CHILD, not the root — nested
// attachment must still resolve to the ultimate root's array.
Assert.True(reg.AttachChild(grandchildId, directChildId, ChildParts(0xC402u)));
Assert.True(reg.TryGetRetailCellArray(rootId, out var rootCells));
Assert.True(reg.TryGetRetailCellArray(grandchildId, out var grandchildCells));
Assert.Equal(rootCells, grandchildCells);
var entries = reg.GetRetailPartEntriesInCell(CellA)
.Where(e => e.EntityId == grandchildId).ToList();
Assert.Single(entries);
Assert.Equal(0xC402u, entries[0].GfxObjId);
// Moving the root republishes BOTH the direct child and the
// grandchild, in child-list order.
var moved = new Vector3(42f, 12f, 50f);
reg.CommitSetPosition(
rootId, moved, Quaternion.Identity, seedCellId: CellB,
worldOffsetX: OffX, worldOffsetY: OffY,
action: PhysicsShadowCommitAction.Replace, crossCellIds: [CellB]);
Assert.True(reg.TryGetRetailCellArray(grandchildId, out var grandchildAfter));
Assert.Equal(new[] { CellB }, grandchildAfter);
// Detaching the direct child cascades to the grandchild too.
Assert.True(reg.DetachChild(directChildId));
Assert.False(reg.TryGetRetailCellArray(grandchildId, out _));
}
[Fact]
public void AttachChild_SelfAttachRejected()
{
var reg = new ShadowObjectRegistry();
const uint entityId = 0x4Bu;
IReadOnlyList<ShadowShape> rootParts = new[] { Cyl(0x9501u) };
reg.RegisterMultiPart(entityId, Pos, Quaternion.Identity, rootParts,
state: 0u, flags: EntityCollisionFlags.None, OffX, OffY, LbId,
partArray: rootParts);
Assert.False(reg.AttachChild(entityId, entityId, ChildParts(0xC501u)));
}
[Fact]
public void AttachChild_CycleRejected_RootUnaffected()
{
var reg = new ShadowObjectRegistry();
const uint rootId = 0x4Cu;
const uint childId = 0x4Du;
IReadOnlyList<ShadowShape> rootParts = new[] { Cyl(0x9601u) };
reg.RegisterMultiPart(rootId, Pos, Quaternion.Identity, rootParts,
state: 0u, flags: EntityCollisionFlags.None, OffX, OffY, LbId,
partArray: rootParts);
Assert.True(reg.AttachChild(childId, rootId, ChildParts(0xC601u)));
Assert.True(reg.TryGetRetailCellArray(rootId, out var rootCellsBefore));
// Attaching the root TO its own child would form a cycle.
Assert.False(reg.AttachChild(rootId, childId, ChildParts(0xC602u)));
Assert.True(reg.TryGetRetailCellArray(rootId, out var rootCellsAfter));
Assert.Equal(rootCellsBefore, rootCellsAfter);
Assert.Equal(new[] { CellA }, reg.GetOwnerCells(rootId));
// The child's own attachment is unaffected by the rejected call.
Assert.True(reg.TryGetRetailCellArray(childId, out var childCells));
Assert.Equal(rootCellsAfter, childCells);
}
}