weather(phase-6a): port retail PhysicsScript runtime
The central runtime for every client-visible scripted effect server
triggers via PlayScript (opcode 0xF754) — spell casts, emote
gestures, combat flinches, AND lightning flashes during storms.
Previously acdream parsed PhysicsScript from the dat (via DRW) but
had no runner; the PlayScript stub in ParticleSystem.cs was a
no-op.
Decompile provenance (`docs/research/2026-04-23-physicsscript.md`,
`docs/research/2026-04-23-lightning-real.md`):
FUN_0051bed0 — play_script(scriptId) public API — resolves the
dat id, queues into the owner's ScriptManager list.
FUN_0051be40 — ScriptManager::Start — alloc 16-byte node
{startTime, script*, next}.
FUN_0051bf20 — advance one hook, schedule next fire by next
hook's StartTime.
FUN_0051bfb0 — per-frame tick: while head.NextHookAbsTime ≤
globalClock, fire via vtable dispatch.
Port choices:
- Flat List<ActiveScript> vs retail linked list — iteration is
simpler, N is small.
- Scripts keyed by (scriptId, entityId) — replay replaces instead
of stacking, matches retail's "play_script on the same obj
doesn't double-schedule".
- Anchor world pos cached at Play() time — good enough for
short-lived effects (lightning, spell casts). Callers that
need fresh positions for long emote animations can Play()
again each frame (idempotent).
- Constructor takes Func<uint, PhysicsScript?> resolver so tests
don't need DatCollection; production uses the DatCollection
overload that wraps Get<PhysicsScript> with null-on-fail.
- CallPESHook recurses Play() with Pause baked into the
sub-script's StartTimeAbs. Matches retail semantics where
nested scripts fire on the NEXT tick (list iteration order).
Diag: ACDREAM_DUMP_PLAYSCRIPT=1 logs every Play() and every fire as
[pes] lines. Use this to identify the actual script IDs your ACE
server is sending so we can confirm the lightning pipeline when the
server sends a strike.
Test coverage (9 new tests, all passing):
- unknown script returns false, zero id silent-ignore
- hooks fire in order at their scheduled times
- entityId + anchor pass through to sink
- replay same (scriptId, entityId) replaces, doesn't stack
- different entities run independently
- StopAllForEntity cancels that entity's scripts only
- CallPES nested spawn semantics (fires next tick)
- CallPES with Pause delays correctly
No GameWindow wiring yet — Phase 6b handles the 0xF754 packet
handler and Phase 6c plugs the runner into the frame loop.
Build + 742 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
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210
tests/AcDream.Core.Tests/Vfx/PhysicsScriptRunnerTests.cs
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tests/AcDream.Core.Tests/Vfx/PhysicsScriptRunnerTests.cs
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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.Vfx;
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using DatReaderWriter;
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using DatReaderWriter.Types;
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using Xunit;
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using DatPhysicsScript = DatReaderWriter.DBObjs.PhysicsScript;
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namespace AcDream.Core.Tests.Vfx;
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public sealed class PhysicsScriptRunnerTests
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{
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/// <summary>
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/// Recording sink so tests can assert each hook dispatch.
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/// </summary>
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private sealed class RecordingSink : IAnimationHookSink
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{
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public List<(uint EntityId, Vector3 Pos, AnimationHook Hook)> Calls = new();
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public void OnHook(uint entityId, Vector3 worldPos, AnimationHook hook)
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=> Calls.Add((entityId, worldPos, hook));
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}
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private static DatPhysicsScript BuildScript(params (double time, AnimationHook hook)[] items)
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{
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var script = new DatPhysicsScript();
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foreach (var (t, h) in items)
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script.ScriptData.Add(new PhysicsScriptData { StartTime = t, Hook = h });
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return script;
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}
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private static CreateParticleHook CreateHook(uint emitterInfoId)
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=> new CreateParticleHook { EmitterInfoId = emitterInfoId };
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private static PhysicsScriptRunner MakeRunner(RecordingSink sink, params (uint id, DatPhysicsScript script)[] scripts)
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{
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// Build an in-memory resolver from the script table — no DatCollection needed.
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var table = new Dictionary<uint, DatPhysicsScript>();
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foreach (var (id, s) in scripts) table[id] = s;
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return new PhysicsScriptRunner(
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id => table.TryGetValue(id, out var s) ? s : null,
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sink);
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}
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[Fact]
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public void Play_UnknownScript_ReturnsFalse()
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{
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var sink = new RecordingSink();
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var runner = MakeRunner(sink); // no scripts registered
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Assert.False(runner.Play(0xDEADBEEF, entityId: 1, anchorWorldPos: Vector3.Zero));
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Assert.Empty(sink.Calls);
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}
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[Fact]
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public void Play_ZeroScriptId_IgnoredSilently()
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{
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var sink = new RecordingSink();
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var runner = MakeRunner(sink);
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Assert.False(runner.Play(0, entityId: 1, anchorWorldPos: Vector3.Zero));
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Assert.Equal(0, runner.ActiveScriptCount);
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}
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[Fact]
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public void HooksFire_InOrder_AtScheduledTimes()
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{
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var script = BuildScript(
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(0.0, CreateHook(100)),
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(0.5, CreateHook(101)),
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(1.0, CreateHook(102)));
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var sink = new RecordingSink();
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var runner = MakeRunner(sink, (0xAAu, script));
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runner.Play(scriptId: 0xAA, entityId: 0x7, anchorWorldPos: new Vector3(1, 2, 3));
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runner.Tick(0.25f);
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Assert.Single(sink.Calls);
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Assert.Equal(100u, ((CreateParticleHook)sink.Calls[0].Hook).EmitterInfoId.DataId);
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runner.Tick(0.35f); // total 0.6
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Assert.Equal(2, sink.Calls.Count);
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Assert.Equal(101u, ((CreateParticleHook)sink.Calls[1].Hook).EmitterInfoId.DataId);
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runner.Tick(0.9f); // total 1.5
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Assert.Equal(3, sink.Calls.Count);
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Assert.Equal(102u, ((CreateParticleHook)sink.Calls[2].Hook).EmitterInfoId.DataId);
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Assert.Equal(0, runner.ActiveScriptCount); // fully consumed
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}
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[Fact]
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public void EntityIdAndAnchor_ArePassedThrough()
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{
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var script = BuildScript((0.0, CreateHook(1)));
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var sink = new RecordingSink();
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var runner = MakeRunner(sink, (0xAAu, script));
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var anchor = new Vector3(123, 45, 67);
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runner.Play(scriptId: 0xAA, entityId: 0xCAFE, anchorWorldPos: anchor);
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runner.Tick(0.1f);
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Assert.Single(sink.Calls);
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Assert.Equal(0xCAFEu, sink.Calls[0].EntityId);
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Assert.Equal(anchor, sink.Calls[0].Pos);
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}
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[Fact]
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public void Replay_SameScriptSameEntity_Replaces_DoesNotStack()
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{
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var script = BuildScript(
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(0.0, CreateHook(1)),
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(1.0, CreateHook(2)));
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var sink = new RecordingSink();
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var runner = MakeRunner(sink, (0xAAu, script));
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runner.Play(scriptId: 0xAA, entityId: 1, anchorWorldPos: Vector3.Zero);
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runner.Tick(0.1f);
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Assert.Single(sink.Calls);
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// Re-play — the old instance should be replaced, not stacked.
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runner.Play(scriptId: 0xAA, entityId: 1, anchorWorldPos: Vector3.Zero);
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Assert.Equal(1, runner.ActiveScriptCount);
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runner.Tick(0.1f);
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Assert.Equal(2, sink.Calls.Count);
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// Hook 0 fires AGAIN (fresh timeline from t=0), not hook 1.
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Assert.Equal(1u, ((CreateParticleHook)sink.Calls[1].Hook).EmitterInfoId.DataId);
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}
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[Fact]
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public void Replay_DifferentEntities_BothActiveConcurrently()
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{
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var script = BuildScript((0.0, CreateHook(42)));
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var sink = new RecordingSink();
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var runner = MakeRunner(sink, (0xAAu, script));
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runner.Play(scriptId: 0xAA, entityId: 0x1, anchorWorldPos: new Vector3(1, 0, 0));
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runner.Play(scriptId: 0xAA, entityId: 0x2, anchorWorldPos: new Vector3(2, 0, 0));
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Assert.Equal(2, runner.ActiveScriptCount);
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runner.Tick(0.1f);
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Assert.Equal(2, sink.Calls.Count);
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Assert.Contains(sink.Calls, c => c.EntityId == 1u);
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Assert.Contains(sink.Calls, c => c.EntityId == 2u);
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}
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[Fact]
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public void StopAllForEntity_CancelsEntityScripts_LeavesOthers()
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{
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var script = BuildScript(
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(0.0, CreateHook(1)),
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(1.0, CreateHook(2)));
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var sink = new RecordingSink();
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var runner = MakeRunner(sink, (0xAAu, script));
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runner.Play(scriptId: 0xAA, entityId: 1, anchorWorldPos: Vector3.Zero);
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runner.Play(scriptId: 0xAA, entityId: 2, anchorWorldPos: Vector3.Zero);
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runner.Tick(0.1f); // both fire hook 0
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Assert.Equal(2, sink.Calls.Count);
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runner.StopAllForEntity(1);
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Assert.Equal(1, runner.ActiveScriptCount);
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runner.Tick(2.0f); // only entity 2's script should fire hook 1
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Assert.Equal(3, sink.Calls.Count);
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Assert.Equal(2u, sink.Calls[^1].EntityId);
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}
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[Fact]
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public void CallPES_NestedScript_SpawnsOnSameEntity()
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{
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var outer = BuildScript((0.0, new CallPESHook { PES = 0xBB, Pause = 0f }));
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var inner = BuildScript((0.0, CreateHook(99)));
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var sink = new RecordingSink();
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var runner = MakeRunner(sink, (0xAAu, outer), (0xBBu, inner));
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runner.Play(scriptId: 0xAA, entityId: 0x7, anchorWorldPos: new Vector3(1, 2, 3));
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// First tick fires the CallPES hook. Inner script gets queued to
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// _active but does NOT fire this tick (we iterate _active
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// backwards, and the inner is appended AFTER the current index) —
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// matches retail's linked-list insertion semantics. Inner fires
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// on the NEXT tick instead.
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runner.Tick(0.1f);
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Assert.Empty(sink.Calls); // CallPES handled inline, no direct sink hit
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Assert.Equal(1, runner.ActiveScriptCount); // inner is queued, outer done
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// Second tick — inner's hook at t=0 fires now.
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runner.Tick(0.1f);
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Assert.Single(sink.Calls);
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Assert.Equal(99u, ((CreateParticleHook)sink.Calls[0].Hook).EmitterInfoId.DataId);
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Assert.Equal(0x7u, sink.Calls[0].EntityId);
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}
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[Fact]
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public void CallPES_WithPause_DelaysSubScript()
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{
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var outer = BuildScript((0.0, new CallPESHook { PES = 0xBB, Pause = 0.5f }));
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var inner = BuildScript((0.0, CreateHook(99)));
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var sink = new RecordingSink();
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var runner = MakeRunner(sink, (0xAAu, outer), (0xBBu, inner));
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runner.Play(scriptId: 0xAA, entityId: 0x7, anchorWorldPos: Vector3.Zero);
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// CallPES fires immediately, but inner script's hook is gated by Pause.
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runner.Tick(0.1f);
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Assert.Empty(sink.Calls); // inner hook waiting on Pause=0.5s
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runner.Tick(0.5f); // total 0.6 > 0.5 pause
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Assert.Single(sink.Calls);
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}
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}
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