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

@ -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);
}
// -----------------------------------------------------------------