fix(physics): InterpolationManager review findings (L.3.1 Task 1 polish)
Addresses code-quality review findings on commit f43f168:
C-1: Stall detection re-implemented to match retail (acclient lines
353071-353275). Tracks _progressQuantum (sum of step values per window)
+ _distanceAtWindowStart (set at window start). Primary check:
cumulative_progress < MIN_DISTANCE_TO_REACH_POSITION (0.20m absolute).
Secondary check: cumulative_progress / _progressQuantum < 0.30.
Either failing increments fail counter; blip-to-tail at >3 consecutive
fails (already correct).
C-2: Renamed StallFailCountForBlip -> StallFailCountThreshold with
clearer XML doc explaining the > vs >= semantics (blip fires when fail
count EXCEEDS the threshold, i.e. on the 4th consecutive failed window).
I-1: _haveBaselineDistance sentinel prevents first-window false
positive that was triggering spurious fails on every new motion sequence
(old code defaulted _distanceAtWindowStart to 0, making cumulative
progress always negative on frame 5).
I-3: dt <= 0 || NaN guard at AdjustOffset entry prevents NaN
propagation into PhysicsBody.Position.
I-4: Internal field renames for clarity:
_failFrameCounter -> _framesSinceLastStallCheck
_failDistanceLastCheck -> merged into _distanceAtWindowStart
I-5: Added internal Count property + InternalsVisibleTo (via
AssemblyAttribute in .csproj) so Enqueue_DropsOldestWhenAtCap20
actually verifies cap enforcement. Added assertion that head is the
second-enqueued position after overflow.
3 new tests (AdjustOffset_FirstWindow_DoesNotFalseFail,
AdjustOffset_DtZeroOrNegative_ReturnsZero,
Enqueue_AtCap20_HeadIsSecondOriginal), 16 total. All green.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
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3 changed files with 213 additions and 56 deletions
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@ -54,26 +54,50 @@ public sealed class InterpolationManagerTests
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mgr.Enqueue(new Vector3(i * 1f, 0f, 0f), heading: 0f, isMovingTo: true);
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}
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// The next enqueue must NOT reject the entry; instead it drops the oldest.
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// After the insert the queue count must still be QueueCap (not QueueCap+1).
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// Sanity: queue is at cap before the 21st enqueue.
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Assert.Equal(InterpolationManager.QueueCap, mgr.Count);
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// The 21st enqueue must drop the oldest (x=0) and keep the count at cap.
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mgr.Enqueue(new Vector3(100f, 0f, 0f), heading: 0f, isMovingTo: true);
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// We can't query Count directly (it's internal), but IsActive must remain
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// true, and we verify the cap behaviour indirectly by confirming the call
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// did not throw (the queue is bounded) and the manager is still active.
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Assert.True(mgr.IsActive);
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// Count must still be QueueCap — not QueueCap+1.
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Assert.Equal(InterpolationManager.QueueCap, mgr.Count);
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// Drive the body toward the head until the queue empties, counting pops.
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// If the cap was honoured (count stayed at QueueCap after the 21st push)
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// the head should be position x=1 (the 2nd element) rather than x=0 (the
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// original first, which was dropped).
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//
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// We verify this by snapping the body right onto the FarTarget step and
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// counting how many AdjustOffset calls return zero after reaching a node.
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//
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// Simpler: just confirm the queue can be cleared completely.
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mgr.Clear();
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Assert.False(mgr.IsActive);
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// The head (oldest surviving node) must now be x=1 (the second-original
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// position), not x=0 (which was dropped). Verify by driving the body
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// to exactly x=1 — AdjustOffset must pop that node (distance < DesiredDistance)
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// and return zero, confirming x=1 is the head.
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var bodyAtSecondOriginal = new Vector3(1f, 0f, 0f);
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var result = mgr.AdjustOffset(
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dt: 0.016,
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currentBodyPosition: bodyAtSecondOriginal,
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maxSpeedFromMinterp: 10f);
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// Reached head (dist ≈ 0) → zero delta + node popped.
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Assert.Equal(Vector3.Zero, result);
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// One node was consumed; count must now be QueueCap - 1.
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Assert.Equal(InterpolationManager.QueueCap - 1, mgr.Count);
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}
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[Fact]
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public void Enqueue_AtCap20_HeadIsSecondOriginal()
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{
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// Complementary test for the cap overflow: after 21 enqueues the
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// second-enqueued position (x=1) must be at the head, not x=0.
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var mgr = Make();
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for (int i = 0; i < InterpolationManager.QueueCap; i++)
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{
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mgr.Enqueue(new Vector3(i * 1f, 0f, 0f), heading: 0f, isMovingTo: true);
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}
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mgr.Enqueue(new Vector3(100f, 0f, 0f), heading: 0f, isMovingTo: true);
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// Place the body far away from x=0 but RIGHT on x=1. If x=0 were the
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// head the result would be non-zero (body is 1 m away from x=0).
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// If x=1 is the head the distance is 0 → pop → zero return.
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var bodyAtX1 = new Vector3(1f, 0f, 0f);
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var delta = mgr.AdjustOffset(dt: 0.016, currentBodyPosition: bodyAtX1, maxSpeedFromMinterp: 10f);
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Assert.Equal(Vector3.Zero, delta);
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}
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[Fact]
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@ -218,7 +242,7 @@ public sealed class InterpolationManagerTests
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{
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// Body stays at origin every frame — zero real progress.
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// After 5 frames the stall check fires and _failCount increments (to 1).
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// Queue must still be alive (blip only at > StallFailCountForBlip = 3).
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// Queue must still be alive (blip only at > StallFailCountThreshold = 3).
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var mgr = Make();
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var target = new Vector3(50f, 0f, 0f);
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mgr.Enqueue(target, heading: 0f, isMovingTo: true);
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@ -228,7 +252,7 @@ public sealed class InterpolationManagerTests
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mgr.AdjustOffset(dt: 0.016, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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}
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// 1 fail < StallFailCountForBlip (3), so queue is still active.
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// 1 fail < StallFailCountThreshold (3), so queue is still active.
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Assert.True(mgr.IsActive);
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}
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@ -264,7 +288,7 @@ public sealed class InterpolationManagerTests
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[Fact]
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public void AdjustOffset_3FailsTriggersBlipToTail()
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{
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// Need > StallFailCountForBlip (3) failures.
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// Need > StallFailCountThreshold (3) failures.
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// Each failure requires one stall-check window (5 frames of no progress).
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// So we need 4 × 5 = 20 frames with the body frozen at origin.
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//
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@ -279,7 +303,7 @@ public sealed class InterpolationManagerTests
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// 4 stall-check windows × 5 frames each = 20 frames, body never moves.
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Vector3? blipDelta = null;
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const int totalFrames = (InterpolationManager.StallFailCountForBlip + 1)
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const int totalFrames = (InterpolationManager.StallFailCountThreshold + 1)
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* InterpolationManager.StallCheckFrameInterval;
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for (int i = 0; i < totalFrames; i++)
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@ -303,4 +327,58 @@ public sealed class InterpolationManagerTests
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// Queue must be cleared after blip (retail StopInterpolating).
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Assert.False(mgr.IsActive);
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}
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// =========================================================================
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// New tests: I-1 first-window false-positive guard, I-3 dt guard, I-5 cap
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// =========================================================================
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[Fact]
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public void AdjustOffset_FirstWindow_DoesNotFalseFail()
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{
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// Before the fix, _distanceAtWindowStart defaulted to 0, so on the
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// first 5-frame window cumulative_progress = 0 - dist = -dist < 0.20
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// → every new motion sequence triggered a spurious stall fail.
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//
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// After the fix, the baseline is seeded from the first call, so
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// cumulative_progress = dist(frame0) - dist(frame4) which for a body
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// that hasn't moved yet is ≈ 0. That is still < MIN (0.20), but the
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// _failCount starts at 0 and must be > 3 (not == 1) to blip. The key
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// assertion is that after exactly ONE stall window the queue is still
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// alive (fail count == 1, blip requires > 3).
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var mgr = Make();
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mgr.Enqueue(new Vector3(50f, 0f, 0f), heading: 0f, isMovingTo: true);
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// Run exactly one check-window (5 frames) with the body frozen.
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for (int i = 0; i < InterpolationManager.StallCheckFrameInterval; i++)
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{
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mgr.AdjustOffset(dt: 0.016, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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}
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// One window fail → _failCount == 1, far below StallFailCountThreshold (3).
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// Queue must still be active; no spurious blip on first window.
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Assert.True(mgr.IsActive,
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"First stall window must NOT trigger a blip (would require > 3 consecutive failures).");
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}
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[Fact]
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public void AdjustOffset_DtZeroOrNegative_ReturnsZero()
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{
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var mgr = Make();
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mgr.Enqueue(FarTarget, heading: 0f, isMovingTo: true);
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// dt == 0 → guard fires, return zero, no side-effects.
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var deltaZero = mgr.AdjustOffset(dt: 0.0, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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Assert.Equal(Vector3.Zero, deltaZero);
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// dt < 0 → guard fires, return zero.
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var deltaNeg = mgr.AdjustOffset(dt: -1.0, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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Assert.Equal(Vector3.Zero, deltaNeg);
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// dt = NaN → guard fires, return zero.
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var deltaNaN = mgr.AdjustOffset(dt: double.NaN, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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Assert.Equal(Vector3.Zero, deltaNaN);
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// Queue must still be intact (guards did not consume or corrupt state).
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Assert.True(mgr.IsActive);
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}
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}
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