feat(physics): P5 commit 2 - arm the ConstraintManager leash on accepted positions (#167)
Wire ConstraintManager.ConstrainTo at every current acdream inbound-position acceptance seam, matching retail SmartBox::HandleReceivedPosition (0x00453fd0): - Remote (player + NPC): LiveEntityNetworkUpdateController arms right after the hard-teleport branch (remotePlacementRequired) returns - reaching that point already means MoveOrTeleport did NOT hard-place - anchored to the object's own live IPhysicsObjHost.Position. - Local player teleport: PlayerMovementController.SetPositionCore now runs UnConstrain (retail teleport_hook 0x00514ed0, previously a no-op because nothing armed the leash) then re-arms anchored to the just-snapped position, composing with the existing StopCompletelyAtPhysicsObjectBoundary velocity zero rather than duplicating it. CommitPreparedPosition mirrors the same pair for the deferred player-mode-entry commit path. - Local player ForcePosition: PlayerMovementController.BlipPosition arms with NO preceding UnConstrain (retail BlipPlayer/SetPositionSimple survives motion/velocity/stick, and the leash is no different). Push PhysicsBody.IsFullyConstrained from PositionManager.IsFullyConstrained at the SAME per-tick chokepoint each pump already runs AdjustOffset (PlayerMovementController.Update, RuntimeRemotePhysicsUpdater.Tick/TickHidden) so TS-35's read gate in jump_is_allowed sees live state instead of a stub that is never written. Tests: local-player arm/teardown/rearm/taper/jump-refusal (Runtime.Tests, PlayerMovementControllerTests), remote-tick IsFullyConstrained push (Runtime.Tests, RuntimePhysicsStateTests). Full Core/Runtime/App suites green with no regressions.
This commit is contained in:
parent
378d0b6ca0
commit
7719d25bc5
5 changed files with 330 additions and 3 deletions
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@ -1353,6 +1353,30 @@ internal sealed class LiveEntityNetworkUpdateController
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return;
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}
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// #167 (Campaign P P5): retail SmartBox::HandleReceivedPosition
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// (0x00453fd0) arms the ConstraintManager leash for every remote
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// MoveOrTeleport call that returns nonzero (did NOT hard-teleport —
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// the remotePlacementRequired branch above already handled and
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// returned on the hard-teleport case), anchored to the object's OWN
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// current position, generically for player AND NPC remotes (the
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// disassembly's "this == player" branch loads identical constants
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// either way — see ConstraintDistance). ConstraintManager.ConstrainTo
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// captures ConstraintPosOffset = distance(anchor, host.Position) at
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// call time; since the anchor here IS host.Position (read live,
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// matching every other PositionManager/TargetManager consumer's
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// notion of "this object's position"), this always (re)starts the
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// leash at zero displacement on a fresh accepted Position, matching
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// retail's per-packet re-anchor.
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// docs/research/2026-07-30-constraint-leash-constants.md §2/§3.2.
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if (rmState.Host is { } remoteConstraintHost)
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{
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AcDream.Core.Physics.Position anchor = remoteConstraintHost.Position;
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remoteConstraintHost.PositionManager.ConstrainTo(
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anchor,
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AcDream.Core.Physics.Motion.ConstraintDistance.GetStartConstraintDistance(anchor.ObjCellId),
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AcDream.Core.Physics.Motion.ConstraintDistance.GetMaxConstraintDistance(anchor.ObjCellId));
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}
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// L.3 M2 (2026-05-05): retail-faithful MoveOrTeleport routing for
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// player remotes. Mirrors CPhysicsObj::MoveOrTeleport
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// (acclient @ 0x00516330) — airborne no-op, far-snap, near
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@ -1288,6 +1288,31 @@ public sealed class PlayerMovementController
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{
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_physics.UpdatePlayerCurrCell(CellId);
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PositionManager?.UnStick();
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// #167 (Campaign P P5): mirrors the SetPositionCore teleport_hook
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// teardown+rearm below — see that comment for the retail citation.
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RearmConstraintLeashAtCurrentPosition();
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}
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/// <summary>
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/// #167 (Campaign P P5): retail <c>SmartBox::HandleReceivedPosition</c>
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/// (0x00453fd0) "Player, teleport-newer" branch re-arms the leash
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/// immediately after <c>TeleportPlayer</c>'s teardown, anchored to the
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/// RECEIVED position (here, the body's just-snapped current position).
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/// Shared by the teleport path (after UnConstrain) and the deferred
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/// player-mode-entry commit path (<see cref="CommitPreparedPosition"/>),
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/// which never ran UnConstrain because nothing could have armed the
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/// leash before the controller had a <see cref="PositionManager"/>.
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/// docs/research/2026-07-30-constraint-leash-constants.md §2/§3.2.
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/// </summary>
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private void RearmConstraintLeashAtCurrentPosition()
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{
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if (PositionManager is not { } positionManager)
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return;
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AcDream.Core.Physics.Position anchor = _body.CellPosition;
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positionManager.ConstrainTo(
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anchor,
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AcDream.Core.Physics.Motion.ConstraintDistance.GetStartConstraintDistance(anchor.ObjCellId),
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AcDream.Core.Physics.Motion.ConstraintDistance.GetMaxConstraintDistance(anchor.ObjCellId));
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}
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private void SetPositionCore(
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@ -1332,11 +1357,23 @@ public sealed class PlayerMovementController
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_mouseMovementEventPending = false;
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// R5-V3 (#171): retail teleport_hook (0x00514ed0) — PositionManager::
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// UnStick (@0x00514eee) right after the moveto cancel: a teleport
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// tears down any active stick. (StopInterpolating/UnConstrain have no
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// armed acdream counterparts — no local-player InterpolationManager,
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// constraint leash unarmed per #167.)
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// tears down any active stick. (StopInterpolating has no armed
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// acdream counterpart — no local-player InterpolationManager.)
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// #167 (Campaign P P5): teleport_hook's UnConstrain (@0x00514f02) runs
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// right after UnStick — previously a no-op because nothing armed the
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// leash. Now that inbound positions arm it (both remote UpdatePosition
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// and this player teleport/blip path), the teardown must actually run
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// so a teleport doesn't inherit a stale leash from wherever the player
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// was constrained before. Retail's "Player, teleport-newer" branch
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// then immediately RE-arms the leash anchored to the new (received)
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// position (SmartBox::HandleReceivedPosition 0x00453fd0) — velocity is
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// already zeroed above by StopCompletelyAtPhysicsObjectBoundary.
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if (publishSharedState)
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{
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PositionManager?.UnStick();
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PositionManager?.UnConstrain();
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RearmConstraintLeashAtCurrentPosition();
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}
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// Reset the edge tracker: the stop wiped the motion state, so keys
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// still physically held must re-fire as press edges on the next
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// Update (matches the pre-W6 level-triggered behavior of walking
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@ -1367,6 +1404,13 @@ public sealed class PlayerMovementController
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_prevPhysicsPos = pos;
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_currPhysicsPos = pos;
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UpdateCellId(_body.CellPosition.ObjCellId, "force-position");
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// #167 (Campaign P P5): retail "Player, normal" branch of
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// SmartBox::HandleReceivedPosition (0x00453fd0) — ConstrainTo anchored
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// to the received position, with NO teardown call (this is the
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// BlipPlayer path: motion, velocity, and PositionManager stick
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// relationships all deliberately survive the blip per the class
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// comment above, and the leash is no different).
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RearmConstraintLeashAtCurrentPosition();
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}
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private Vector3 ComputeRenderPosition()
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@ -1840,6 +1884,12 @@ public sealed class PlayerMovementController
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// complete Frame after PartArray. Interpolation may replace it;
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// Sticky/Constraint then compose according to their retail rules.
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PositionManager?.AdjustOffset(pmDelta, tickDt);
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// #167 (Campaign P P5): push the read side of TS-35's
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// jump_is_allowed gate. MotionInterpreter only has a PhysicsBody
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// (no host reference), so the per-tick pump — the single owner of
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// this write, right beside the taper call it mirrors — is the seam
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// that keeps the stub property current for the local player.
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_body.IsFullyConstrained = PositionManager?.IsFullyConstrained() ?? false;
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if (pmDelta.Origin != Vector3.Zero)
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_body.Position += Vector3.Transform(pmDelta.Origin, _body.Orientation);
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if (!pmDelta.Orientation.IsIdentity)
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@ -268,6 +268,13 @@ internal sealed class RuntimeRemotePhysicsUpdater
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terrainNormalNpc,
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inContact: rm.Body.InContact);
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npcHost.PositionManager.AdjustOffset(pmDelta, dt);
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// #167 (Campaign P P5): push the read side of TS-35's
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// jump_is_allowed gate. Retail reads IsFullyConstrained through
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// CPhysicsObj/PositionManager/ConstraintManager directly; acdream's
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// MotionInterpreter only has a PhysicsBody, so the per-tick pump
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// (the single owner of this write, matching the taper call just
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// above) is the seam that keeps the stub property current.
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rm.Body.IsFullyConstrained = npcHost.PositionManager.IsFullyConstrained();
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ApplyPositionManagerDelta(rm.Body, pmDelta);
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}
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else
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@ -679,6 +686,11 @@ internal sealed class RuntimeRemotePhysicsUpdater
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positionDelta,
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inContact: rm.Body.InContact);
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rm.Host?.PositionManager.AdjustOffset(positionDelta, dt);
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// #167 (Campaign P P5): see the identical push in Tick's grounded
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// npcHost branch — Hidden objects still keep their PositionManager
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// (and therefore their leash) alive per retail.
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if (rm.Host is { } hiddenHost)
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rm.Body.IsFullyConstrained = hiddenHost.PositionManager.IsFullyConstrained();
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ApplyPositionManagerDelta(rm.Body, positionDelta);
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// Hidden suppresses CPartArray::Update, but process_hooks remains the
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@ -1,7 +1,10 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Physics;
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using AcDream.Core.Physics.Motion;
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using AcDream.Runtime.Gameplay;
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using AcDream.Runtime.Physics;
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namespace AcDream.Runtime.Tests.Gameplay;
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@ -868,4 +871,166 @@ public class PlayerMovementControllerTests
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Assert.True(weenie.InqRunRate(out float restored));
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Assert.Equal(baseline, restored, precision: 4);
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}
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// ── Campaign P Slice P5 (2026-07-30): ConstraintManager leash arming (#167) ──
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//
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// docs/research/2026-07-30-constraint-leash-constants.md. The player's
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// PositionManager is handed in by EnterPlayerModeNow in production; these
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// tests wire an EntityPhysicsHost the same way so SetPosition/BlipPosition's
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// new ConstrainTo/UnConstrain calls have somewhere real to land.
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private static (PlayerMovementController Controller, EntityPhysicsHost Host)
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MakeControllerWithHost()
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{
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var controller = new PlayerMovementController(MakeFlatEngine());
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var hosts = new Dictionary<uint, IPhysicsObjHost>();
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const uint selfGuid = 0x5000000Au;
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var host = new EntityPhysicsHost(
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selfGuid,
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getPosition: () => controller.CellPosition,
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getVelocity: () => controller.BodyVelocity,
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getRadius: () => 0.5f,
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inContact: () => controller.BodyInContact,
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minterpMaxSpeed: () => controller.Motion.GetMaxSpeed(),
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curTime: () => 0.0,
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physicsTimerTime: () => 0.0,
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getObjectA: id => hosts.TryGetValue(id, out var h) ? h : null,
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handleUpdateTarget: _ => { },
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interruptCurrentMovement: () => { });
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hosts[selfGuid] = host;
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controller.PositionManager = host.PositionManager;
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return (controller, host);
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}
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[Fact]
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public void SetPosition_Teleport_ArmsConstraintAnchoredToReceivedPositionOutdoor()
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{
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var (controller, _) = MakeControllerWithHost();
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); // low16 < 0x0100 -> outdoor
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ConstraintManager cm = controller.PositionManager!.Constraint!;
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Assert.True(cm.IsConstrained);
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Assert.Equal(10.0f, cm.ConstraintDistanceStart); // ACE-inversion pin: NOT 5
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Assert.Equal(50.0f, cm.ConstraintDistanceMax);
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Assert.Equal(controller.Position, cm.ConstraintPos.Frame.Origin);
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// Anchored to self (the just-received position) -> zero offset at arm time.
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Assert.Equal(0f, cm.ConstraintPosOffset, 3);
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// R3-W6's teleport idle (StopCompletelyAtPhysicsObjectBoundary) still
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// zeroes velocity — the new UnConstrain/ConstrainTo calls compose with
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// it rather than replacing it.
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Assert.Equal(Vector3.Zero, controller.BodyVelocity);
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}
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[Fact]
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public void SetPosition_Teleport_IndoorCellUsesTheTighterBand()
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{
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var (controller, _) = MakeControllerWithHost();
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controller.SetPosition(
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new Vector3(10f, 10f, 5f),
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0x01000105u); // low16 = 0x0105 >= 0x0100 -> indoor (verbatim, no outdoor canonicalization)
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ConstraintManager cm = controller.PositionManager!.Constraint!;
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Assert.Equal(5.0f, cm.ConstraintDistanceStart);
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Assert.Equal(20.0f, cm.ConstraintDistanceMax);
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}
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[Fact]
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public void SetPosition_Teleport_TearsDownAndRearmsAPreviouslyFullyConstrainedLeash()
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{
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var (controller, _) = MakeControllerWithHost();
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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ConstraintManager cm = controller.PositionManager!.Constraint!;
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// Synthetically over-strain the leash with a tight band (production
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// arming uses the real 10/50 m band; a tight synthetic band here just
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// makes "was fully constrained before this teleport" cheap to reach).
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cm.ConstrainTo(controller.CellPosition, startDistance: 0.1f, maxDistance: 0.2f);
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cm.AdjustOffset(new MotionDeltaFrame { Origin = new Vector3(5f, 0f, 0f) }, quantum: 0.1);
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Assert.True(controller.PositionManager.IsFullyConstrained());
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controller.SetPosition(new Vector3(150f, 150f, 50f), 0x0001);
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// retail teleport_hook's UnConstrain, followed by the fresh re-arm at
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// the new position, clears the stale over-strained state.
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Assert.False(controller.PositionManager.IsFullyConstrained());
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Assert.Equal(0f, cm.ConstraintPosOffset, 3);
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}
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[Fact]
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public void BlipPosition_ArmsConstraintButDoesNotTearDownOrZeroVelocity()
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{
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var (controller, _) = MakeControllerWithHost();
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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controller.Update(ObjectTick, new MovementInput(Forward: true));
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Vector3 velocityBeforeBlip = controller.BodyVelocity;
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Assert.NotEqual(Vector3.Zero, velocityBeforeBlip); // sanity: actually moving
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controller.BlipPosition(
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new Vector3(150f, 150f, 50f),
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0x0001,
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new Vector3(150f, 150f, 50f));
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// BlipPlayer (retail 0x00453940) survives motion/velocity/stick — the
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// leash is no different: ConstrainTo runs with NO preceding UnConstrain
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// and no StopCompletely.
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Assert.Equal(velocityBeforeBlip, controller.BodyVelocity);
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ConstraintManager cm = controller.PositionManager!.Constraint!;
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Assert.True(cm.IsConstrained);
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Assert.Equal(controller.Position, cm.ConstraintPos.Frame.Origin);
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Assert.Equal(0f, cm.ConstraintPosOffset, 3);
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}
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[Fact]
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public void Update_ConstraintArmedInBand_TapersALargeRootMotionOffsetOnTheSecondTick()
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{
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var (controller, _) = MakeControllerWithHost();
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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ConstraintManager cm = controller.PositionManager!.Constraint!;
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cm.ConstrainTo(controller.CellPosition, startDistance: 1f, maxDistance: 10f);
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controller.AttachAnimationRootMotionSource((dt, frame) =>
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{
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frame.Origin = new Vector3(5f, 0f, 0f); // wildly large per-tick root motion, on purpose
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});
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// Tick 1: the gate reads the OFFSET RECORDED BEFORE this tick (0, from
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// ConstrainTo, below start) -- passes through close to the raw 5 m.
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Vector3 beforeTick1 = controller.Position;
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controller.Update(ObjectTick, new MovementInput());
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float displacement1 = (controller.Position - beforeTick1).Length();
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Assert.True(displacement1 > 4.0f,
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$"first tick should pass through near-unscaled, got {displacement1}");
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// Tick 2: ConstraintPosOffset is now ~5 (recorded from tick 1), inside
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// the (1,10) band -- the linear taper now visibly brakes the SAME 5 m
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// raw input.
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Vector3 beforeTick2 = controller.Position;
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controller.Update(ObjectTick, new MovementInput());
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float displacement2 = (controller.Position - beforeTick2).Length();
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Assert.True(displacement2 > 0f);
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Assert.True(displacement2 < 4.0f,
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$"second tick should be tapered well below the raw 5 m input, got {displacement2}");
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}
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[Fact]
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public void Update_ConstraintOverstrained_PushesIsFullyConstrainedOntoBodyAndBlocksJump()
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{
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var (controller, _) = MakeControllerWithHost();
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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ConstraintManager cm = controller.PositionManager!.Constraint!;
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cm.ConstrainTo(controller.CellPosition, startDistance: 1f, maxDistance: 2f);
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controller.AttachAnimationRootMotionSource((dt, frame) =>
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{
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frame.Origin = new Vector3(10f, 0f, 0f); // one huge tick, past max
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});
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controller.Update(ObjectTick, new MovementInput());
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Assert.True(controller.PositionManager!.IsFullyConstrained());
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WeenieError result = controller.Motion.jump_is_allowed(1.0f, out _);
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Assert.Equal(WeenieError.GeneralMovementFailure, result); // 0x47
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}
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}
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@ -564,6 +564,82 @@ public sealed class RuntimePhysicsStateTests
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Assert.Equal(Vector3.Zero, cycle);
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}
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// Campaign P Slice P5 (2026-07-30, #167): the remote per-tick pump pushes
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// ConstraintManager.IsFullyConstrained onto PhysicsBody.IsFullyConstrained
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// exactly like the local player's per-tick pump
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// (PlayerMovementControllerTests). The App-layer arm site
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// (LiveEntityNetworkUpdateController's remote UpdatePosition acceptance)
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// isn't reachable from here, so this test arms the leash directly through
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// the bound host's PositionManager — exactly the call shape that site
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// makes — and proves RuntimeRemotePhysicsUpdater.Tick's push keeps
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// Body.IsFullyConstrained current.
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[Fact]
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public void RemotePhysicsTickPushesIsFullyConstrainedFromTheArmedLeash()
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{
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using var lifetime = new RuntimeEntityObjectLifetime();
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RuntimeEntityRecord record =
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lifetime.Entities.AddActive(Spawn(0x70000027u, 1));
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var remote = new RemoteMotion();
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remote.Body.Position = new Vector3(10f, 20f, 5f);
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remote.Body.Orientation = Quaternion.Identity;
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remote.Body.TransientState = TransientStateFlags.Active
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| TransientStateFlags.Contact
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| TransientStateFlags.OnWalkable;
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// SetRemoteMotion binds the reader that resolves record.PhysicsHost —
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// do not also call BindCanonicalRuntime here, it is already bound.
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lifetime.Physics.SetRemoteMotion(record, remote);
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lifetime.Physics.AcknowledgeSpatialProjection(record, spatial: true);
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EntityPhysicsHost host = new(
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record.ServerGuid,
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getPosition: () => new Position(
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record.FullCellId, remote.Body.Position, remote.Body.Orientation),
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getVelocity: () => remote.Body.Velocity,
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getRadius: () => 0.48f,
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inContact: () => remote.Body.InContact,
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minterpMaxSpeed: () => null,
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curTime: () => 0d,
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physicsTimerTime: () => 0d,
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getObjectA: _ => null,
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handleUpdateTarget: _ => { },
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interruptCurrentMovement: () => { });
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// Mirrors EntityPhysicsHostComposition.InstallOrRebind + the
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// production MarkFullPhysicsHostBound call
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// (LiveEntityMotionRuntimeController.EnsureRemoteMotionBindings).
|
||||
lifetime.Physics.InstallOrRebindPhysicsHost(record, host);
|
||||
remote.MarkFullPhysicsHostBound();
|
||||
Assert.Same(host, remote.Host);
|
||||
|
||||
// Same call shape as the LiveEntityNetworkUpdateController arm site
|
||||
// this slice adds: anchored to the object's own position, tight
|
||||
// synthetic band so a single tick's raw root-motion pass-through (the
|
||||
// interp queue is empty, so RemoteMotionCombiner.ComposeOffset leaves
|
||||
// it unmodified) overshoots 90% of max.
|
||||
host.PositionManager.ConstrainTo(host.Position, startDistance: 1f, maxDistance: 2f);
|
||||
Assert.False(remote.Body.IsFullyConstrained); // stub default, not yet pushed
|
||||
|
||||
var updater = new RuntimeRemotePhysicsUpdater(lifetime.Physics);
|
||||
Assert.True(updater.Tick(
|
||||
record,
|
||||
remote,
|
||||
objectScale: 1f,
|
||||
sequencer: null,
|
||||
dt: 0.1f,
|
||||
objectClockEpoch: record.ObjectClockEpoch,
|
||||
new MotionDeltaFrame
|
||||
{
|
||||
Origin = new Vector3(10f, 0f, 0f), // one huge tick, past max
|
||||
Orientation = Quaternion.Identity,
|
||||
},
|
||||
radius: 0.48f,
|
||||
height: 1.835f,
|
||||
liveCenterX: 1,
|
||||
liveCenterY: 1));
|
||||
|
||||
Assert.True(host.PositionManager.IsFullyConstrained());
|
||||
Assert.True(remote.Body.IsFullyConstrained);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PhysicsBodyAcquisitionIsCanonicalAndRejectsGuidReuse()
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue