diag #181: root-cause chain complete - flapping cell 0x0181, wall-press excitation, and the REAL defect: camera-flood-scoped light application

Issue181VisFlapReplayTests: headless flood replay at the live parked pose names cell 0x8A020181 - +-0.5mm eye perturbations flip its admission (at yaw15/pitch-20 for every direction). Issue181CameraParkStabilityTests: the camera loop parks BIT-EXACT with static inputs (0.00um over 2000 frames) - the live ~1mm/frame wander is the wall-press equilibrium (sought steps a*gap ~4mm into the wall per frame, the clip lands within adjust_to_plane's parametric 0.02 window; player physics bit-frozen per [resolve]). That wobble is retail-class. The defect is OURS: the A7 adaptation scopes light application to the camera flood's per-frame admission, so a sliver cell flapping flips whole lit regions; retail computes light reach once at registration (Render::add_static_light -> CObjCell::add_lights), camera-independent. Fix direction: registration-time per-light reach sets via the portal graph (pseudocode docs/research/2026-07-06-a7-per-cell-lighting-pseudocode.md). ISSUES #181 updated with the full chain.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-06 21:04:34 +02:00
parent d9a4ca2355
commit 864e4d9e75
3 changed files with 233 additions and 7 deletions

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using System;
using System.Numerics;
using AcDream.App.Rendering;
using AcDream.Core.Rendering;
using Xunit;
using Xunit.Abstractions;
namespace AcDream.App.Tests.Rendering;
/// <summary>
/// #181 excitation probe — the live parked camera wanders ~0.9 mm/frame
/// (launch-176-leakfix.log [flap-sweep]: 19,889 distinct sought values in 20k
/// parked sweeps), which keeps the portal flood's knife-edge admissions
/// flapping. Retail's parked viewer is a bit-exact fixed point (UpdateCamera
/// dead-band `return viewer`).
///
/// This test drives RetailChaseCamera.Update with BIT-IDENTICAL inputs at the
/// live frame rate: if the camera parks bit-stable here, the live wobble comes
/// from its INPUTS (player position/yaw jitter out of GameWindow); if it
/// wobbles here, the camera loop itself fails to reach the fixed point.
/// </summary>
public class Issue181CameraParkStabilityTests
{
private readonly ITestOutputHelper _out;
public Issue181CameraParkStabilityTests(ITestOutputHelper output) => _out = output;
private sealed class PassthroughProbe : ICameraCollisionProbe
{
public CameraSweepResult SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId, Vector3 playerPos)
=> new(desiredEye, cellId);
}
[Fact]
public void ParkedCamera_StaticInputs_ReachesBitStableFixedPoint()
{
bool savedAlign = CameraDiagnostics.AlignToSlope;
bool savedColl = CameraDiagnostics.CollideCamera;
float savedT = CameraDiagnostics.TranslationStiffness;
float savedR = CameraDiagnostics.RotationStiffness;
try
{
CameraDiagnostics.AlignToSlope = true; // production default
CameraDiagnostics.CollideCamera = true;
CameraDiagnostics.TranslationStiffness = 0.45f;
CameraDiagnostics.RotationStiffness = 0.45f;
var cam = new RetailChaseCamera { CollisionProbe = new PassthroughProbe() };
// Live-like parked pose: static player, static yaw, zero velocity,
// grounded on a flat contact plane, ~1500 fps.
var playerPos = new Vector3(49.5f, -39.9f, -5.9f);
float yaw = 1.83f;
float dt = 1f / 1500f;
void Step() => cam.Update(
playerPosition: playerPos,
playerYaw: yaw,
playerVelocity: Vector3.Zero,
isOnGround: true,
contactPlaneNormal: Vector3.UnitZ,
dt: dt,
cellId: 0x8A020142u,
selfEntityId: 0x5);
// Converge: at α≈0.003/frame the boom needs a few thousand frames
// to settle from the init pose into the dead-band.
for (int i = 0; i < 20000; i++) Step();
Vector3 a = cam.Position;
var fwdA = cam.View; // full view matrix — includes the forward half
// 2000 further frames with bit-identical inputs: every one must be
// the exact fixed point (retail parks verbatim).
float maxDelta = 0f;
Vector3 prev = a;
bool viewChanged = false;
for (int i = 0; i < 2000; i++)
{
Step();
maxDelta = MathF.Max(maxDelta, Vector3.Distance(cam.Position, prev));
prev = cam.Position;
if (cam.View != fwdA) viewChanged = true;
}
_out.WriteLine(FormattableString.Invariant(
$"post-convergence maxConsecDelta={maxDelta * 1e6f:F2}um viewChanged={viewChanged} pos=({cam.Position.X:F7},{cam.Position.Y:F7},{cam.Position.Z:F7})"));
Assert.True(maxDelta == 0f,
$"parked camera must be a bit-exact fixed point, wandered up to {maxDelta * 1e6f:F1}um/frame");
Assert.False(viewChanged, "view matrix must be frozen at park");
}
finally
{
CameraDiagnostics.AlignToSlope = savedAlign;
CameraDiagnostics.CollideCamera = savedColl;
CameraDiagnostics.TranslationStiffness = savedT;
CameraDiagnostics.RotationStiffness = savedR;
}
}
}