fix(physics): S2 — static publication emits authored Spheres as Spheres (AP-155 narrowed)
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Both static sites (LandblockPhysicsPublisher, the headless-only
LandblockPhysicsContentBuilder) emitted an authored Setup Sphere as a
base-anchored Cylinder of radius r and height 2r. The live path emits a
Sphere for the same data, so the same object collided differently by
arrival route, and the narrow phase met a flat cap where retail meets a
curved surface. Both sites now mirror ShadowShapeBuilder.FromSetup's
Sphere block exactly.

Combined Opus review: PASS. Its numeric verification of the dispatch
test's geometry (head-sphere clearance 0.201 m for the true sphere; the
cylinder counterfactual inside by 0.10 m XY with the Z band overlapping)
is what makes the discrimination claim more than a sabotage anecdote,
and its F8 finding is applied: the test now carries a POSITIVE control —
aiming straight through the boulder's centre must block — so a
membership/seed regression can no longer masquerade as a curve-hit
pass. F4 applied: CylHeight is asserted, not inferred (the C4 lesson).
F3 applied: the deleted Quaternion.Inverse base composition is recorded
as internally coherent for the old cylinder's world-Z axis — the defect
was the shape TYPE, not that rotation math.

The review also verified the deleted-cylinder blast radius: the F2
overlay's drawn span is IDENTICAL for both shapes (old [c-r, c+r], new
[c-r, c+r]); the flood sphere's centre rises by exactly r, which cannot
change outdoor membership (XY rectangle) and lands the indoor half on
Session B's dungeon gate alongside S1B; and the sphere-branch flood is
now pinned uncapped by a genuine eleventh-shape A/B test.
PublishStaticCollision — the headless static path — gains its first
test ever.

AP-155 is NARROWED, not deleted (review F13): the has-BSP source split
(entity.MeshRefs vs setup.Parts + AnimPartChanged) survives and keeps
the row active. The shared-primitive-emitter refactor that would make
route independence a compile-time property is the filed follow-up
(review F20).

Population: 3,506 of 5,935 installed Setups, structurally equal to
AP-157's third-branch count (byte-identical classifier — three
independent routes agree: 3,605 - 99 = 3,506).

Clean-room suite at implementation: 11,253 passed / 6 skipped / 0
failed on landed S1B. Post-review-hardening: Publisher tests 25/25,
Content tests 2/2, both green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-07 08:07:02 +02:00
parent b3e43d22c9
commit 9671af0273
7 changed files with 470 additions and 18 deletions

File diff suppressed because one or more lines are too long

View file

@ -1011,6 +1011,16 @@ public sealed class LandblockPhysicsPublisher
if (setup.Cylinders.Length == 0)
{
// AP-155: mirror ShadowShapeBuilder.FromSetup's step-2 Sphere
// emission EXACTLY (same origin/scale composition, same
// Radius<=0 guard) — a true Sphere, not a height-capped
// Cylinder. Retail's CPhysicsObj::FindObjCollisions dispatches
// an authored Setup Sphere to CSphere::intersects_sphere;
// there is no cylinder substitution for this branch. Emitting
// Cylinder here (base = origin - r*ẑ, height = 2r) made a
// static object's narrow phase disagree with the SAME object
// arriving as a live spawn via FromSetup — the route-
// dependence this fix closes.
for (int sphereIndex = 0;
sphereIndex < setup.Spheres.Length;
sphereIndex++)
@ -1022,17 +1032,15 @@ public sealed class LandblockPhysicsPublisher
float radius = sphere.Radius * scale;
Vector3 localOffset = sphere.Origin * scale;
Vector3 localBaseOffset = localOffset
+ Vector3.Transform(
-Vector3.UnitZ * radius,
Quaternion.Inverse(entity.Rotation));
setupShapes.Add(ShadowShape.Cylinder(
setupShapes.Add(// (Review F3: the deleted Quaternion.Inverse base composition was
// internally coherent for the old CYLINDER's world-Z axis — the
// defect was the shape TYPE, not that rotation math.)
ShadowShape.Sphere(
gfxObjId: entity.SourceGfxObjOrSetupId,
localPosition: localBaseOffset,
localPosition: localOffset,
localRotation: Quaternion.Identity,
scale: scale,
radius: radius,
cylHeight: radius * 2f));
radius: radius));
}
}
@ -1080,8 +1088,11 @@ public sealed class LandblockPhysicsPublisher
for (int index = 0; index < shapes.Count; index++)
{
// AP-155: the Setup-derived shape can now be Cylinder OR Sphere
// (never both — see ShadowShapeBuilder.FromSetup step 1/2). Read
// the actual emitted type rather than assuming Cylinder.
Console.WriteLine(FormattableString.Invariant(
$"[entity-source] id=0x{entity.Id:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{shapes[index].GfxObjId:X8} lb=0x{landblock.LandblockId:X8} type=Cylinder note=setup-part{index} state=0x{0u:X8} flags={EntityCollisionFlags.None}"));
$"[entity-source] id=0x{entity.Id:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{shapes[index].GfxObjId:X8} lb=0x{landblock.LandblockId:X8} type={shapes[index].CollisionType} note=setup-part{index} state=0x{0u:X8} flags={EntityCollisionFlags.None}"));
}
}

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@ -666,6 +666,11 @@ public static class LandblockPhysicsContentBuilder
if (setup.Cylinders.Length == 0)
{
// AP-155: mirror ShadowShapeBuilder.FromSetup's step-2 Sphere
// emission EXACTLY (same origin/scale composition, same
// Radius<=0 guard) — a true Sphere, not a height-capped
// Cylinder. See LandblockPhysicsPublisher's identical fix for
// the full retail-anchor note.
for (int index = 0;
index < setup.Spheres.Length;
index++)
@ -675,17 +680,15 @@ public static class LandblockPhysicsContentBuilder
continue;
float radius = sphere.Radius * scale;
Vector3 localOffset = sphere.Origin * scale;
Vector3 localBaseOffset = localOffset
+ Vector3.Transform(
-Vector3.UnitZ * radius,
Quaternion.Inverse(entity.Rotation));
setupShapes.Add(ShadowShape.Cylinder(
setupShapes.Add(// (Review F3: the deleted Quaternion.Inverse base composition was
// internally coherent for the old CYLINDER's world-Z axis — the
// defect was the shape TYPE, not that rotation math.)
ShadowShape.Sphere(
entity.SourceGfxObjOrSetupId,
localBaseOffset,
localOffset,
Quaternion.Identity,
scale,
radius,
radius * 2f));
radius));
}
}

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@ -462,6 +462,186 @@ public sealed class LandblockPhysicsPublisherTests
Assert.Equal(0, fixture.Publisher.Diagnostics.StaticCylinderOwnerCount);
}
/// <summary>
/// AP-155 parity (route independence). A Setup carrying only authored
/// Spheres (no CylSpheres) must register the SAME shapes — type, local
/// position, radius, scale — through the static publication path as
/// through <see cref="ShadowShapeBuilder.FromSetup"/>, the LIVE path.
/// Before the fix this site emitted a height-capped Cylinder instead
/// (base = origin - r*ẑ, height = 2r): same object, different narrow
/// phase depending on how it arrived.
/// </summary>
[Fact]
public void CompletePublication_SphereOnlySetup_MatchesFromSetupShapeForShape()
{
var fixture = Fixture();
var setup = new Setup();
setup.Spheres.Add(new Sphere
{
Origin = new Vector3(0.3f, -0.2f, 0.9f),
Radius = 0.55f,
});
setup.Spheres.Add(new Sphere
{
Origin = new Vector3(-0.1f, 0.4f, 1.4f),
Radius = 0.25f,
});
fixture.Cache.CacheSetup(SetupId, setup);
const float entScale = 1.3f;
WorldEntity entity = new()
{
Id = 0x80A9B401u,
SourceGfxObjOrSetupId = SetupId,
Position = Vector3.Zero,
Rotation = Quaternion.Identity,
Scale = entScale,
MeshRefs = Array.Empty<MeshRef>(),
};
Publish(fixture.Publisher, Build(FirstLandblock, [entity]));
// The LIVE-path oracle for the SAME Setup/scale.
IReadOnlyList<ShadowShape> expected =
ShadowShapeBuilder.FromSetup(setup, entScale, _ => false);
Assert.Equal(2, expected.Count);
Assert.All(
expected,
shape => Assert.Equal(ShadowCollisionType.Sphere, shape.CollisionType));
ShadowShape[] expectedOrdered =
expected.OrderBy(shape => shape.Radius).ToArray();
// Entity registered at world origin with identity rotation, so
// RegisterMultiPart's world composition (entityWorldPos +
// Transform(shape.LocalPosition, entityWorldRot)) reduces to exactly
// shape.LocalPosition — the static entry's world Position is directly
// comparable to FromSetup's LocalPosition.
ShadowEntry[] entries = fixture.Engine.ShadowObjects.AllEntriesForDebug()
.Where(entry => entry.EntityId == entity.Id)
.OrderBy(entry => entry.Radius)
.ToArray();
Assert.Equal(expectedOrdered.Length, entries.Length);
for (int i = 0; i < entries.Length; i++)
{
Assert.Equal(ShadowCollisionType.Sphere, entries[i].CollisionType);
Assert.Equal(expectedOrdered[i].LocalPosition, entries[i].Position);
Assert.Equal(expectedOrdered[i].Radius, entries[i].Radius);
Assert.Equal(expectedOrdered[i].Scale, entries[i].Scale);
// Review F4 (2026-08-07): assert, don't infer — the C4 lesson.
Assert.Equal(expectedOrdered[i].CylHeight, entries[i].CylHeight);
}
}
/// <summary>
/// AP-155 dispatch. A statically-published Sphere must actually run the
/// Sphere narrow phase (<c>CSphere::intersects_sphere</c> — true 3-D
/// distance) at query time, not the Cylinder narrow phase (XY distance +
/// flat Z-band). Geometry: a 1 m-radius "boulder" Setup Sphere centred at
/// world Z=2.0 (spans Z=[1,3]). A tall, narrow capsule mover's HEAD sphere
/// grazes the boulder's shoulder at Z~2.85 (0.85 m above the boulder's own
/// centre, out of its 1 m radius) with a 1.05 m lateral offset; its FOOT
/// sphere (Z~0.15) never comes close. At that height/offset the true
/// sphere's surface has tapered well inside the mover's path (curve-hit —
/// clean miss, ~0.2 m 3-D clearance), while the retired flat-capped
/// Cylinder never tapers and still fills the same footprint the whole
/// height of its cap (cap-hit — the 1.05 m offset sits ~0.10 m inside its
/// XY radius). The two verdicts differ; this asserts the Sphere one —
/// unobstructed straight-line arrival at the far side.
/// </summary>
[Fact]
public void CompletePublication_SphereOnlySetup_MoverGrazesShoulderAndPassesThroughUnobstructed()
{
var fixture = Fixture();
var setup = new Setup();
setup.Spheres.Add(new Sphere
{
Origin = new Vector3(0f, 0f, 2.0f),
Radius = 1.0f,
});
fixture.Cache.CacheSetup(SetupId, setup);
WorldEntity entity = new()
{
Id = 0x80A9B401u,
SourceGfxObjOrSetupId = SetupId,
Position = new Vector3(12f, 12f, 0f),
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
};
Publish(fixture.Publisher, Build(FirstLandblock, [entity]));
// Sanity: the fix registered a Sphere, not a Cylinder — the dispatch
// this test exercises depends on it.
ShadowEntry registered = Assert.Single(
fixture.Engine.ShadowObjects.AllEntriesForDebug());
Assert.Equal(ShadowCollisionType.Sphere, registered.CollisionType);
var body = MakeGroundedBody(new Vector3(10.7f, 13.05f, 0f));
Vector3 target = new(13.3f, 13.05f, 0f);
ResolveResult result = fixture.Engine.ResolveWithTransition(
body.Position, target, 0xA9B40001u,
sphereRadius: 0.15f, sphereHeight: 3.0f,
stepUpHeight: 0.60f, stepDownHeight: 0.04f,
isOnGround: true, body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: 0u);
Assert.True(
MathF.Abs(result.Position.X - target.X) < 0.05f
&& MathF.Abs(result.Position.Y - target.Y) < 0.05f,
"Mover must clear the boulder unobstructed (true-sphere curve-hit "
+ $"clears at this height/offset); got {result.Position}, wanted {target}.");
// Review F8 (2026-08-07): the POSITIVE control. Without it, the graze
// assertion above also passes when the shadow object is absent from
// the queried cell entirely (a membership/seed/flood regression) —
// the discriminating power lived only in an unreproducible sabotage
// run. Same publication, same cell, but aimed straight THROUGH the
// boulder's centre: the head sphere's closest approach to the centre
// is (0, 0, 0.85), |d| = 0.85 < radsum 1.15 — the true sphere MUST
// block this one. The pair proves reachable AND correctly shaped.
var throughBody = MakeGroundedBody(new Vector3(10.7f, 12f, 0f));
ResolveResult blockedResult = fixture.Engine.ResolveWithTransition(
throughBody.Position, new Vector3(13.3f, 12f, 0f), 0xA9B40001u,
sphereRadius: 0.15f, sphereHeight: 3.0f,
stepUpHeight: 0.60f, stepDownHeight: 0.04f,
isOnGround: true, body: throughBody,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: 0u);
Assert.True(
MathF.Abs(blockedResult.Position.X - 13.3f) >= 0.05f,
"Aiming straight through the boulder's centre must NOT arrive at "
+ $"the far side; got {blockedResult.Position} — the sphere is "
+ "either unregistered in cell 0xA9B40001 or not colliding.");
}
private static PhysicsBody MakeGroundedBody(Vector3 position)
{
var floorPlane = new Plane(Vector3.UnitZ, 0f);
var floorVerts = new[]
{
new Vector3(-100f, -100f, 0f),
new Vector3( 100f, -100f, 0f),
new Vector3( 100f, 100f, 0f),
new Vector3(-100f, 100f, 0f),
};
return new PhysicsBody
{
Position = position,
Orientation = Quaternion.Identity,
ContactPlaneValid = true,
ContactPlane = floorPlane,
ContactPlaneCellId = 0xA9B40001u,
WalkablePolygonValid = true,
WalkablePlane = floorPlane,
WalkableVertices = floorVerts,
WalkableUp = Vector3.UnitZ,
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
};
}
[Fact]
public void CompletePublication_BuildingShellNeverRegistersSetupCollision()
{

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@ -0,0 +1,105 @@
using System.Collections.Generic;
using AcDream.Core.Physics;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Options;
namespace AcDream.Content.Tests;
/// <summary>
/// AP-155 population MEASUREMENT ONLY (contract
/// <c>docs/research/2026-08-07-s2-static-sphere-contract.md</c>, "Measurement"
/// section) — not a gate. Counts, over the installed <c>client_portal.dat</c>
/// Setups (the same <c>dats.GetAllIdsOfType&lt;Setup&gt;()</c> enumeration
/// <see cref="InstalledSetupCollisionReachabilityTests"/> and
/// <see cref="InstalledSetupBspPrimitiveDispatchTests"/> already sweep), how
/// many actually REACH the fixed static-publication Sphere emission — i.e.
/// <see cref="ShadowShapeBuilder.FromSetup"/>'s production dispatch, at
/// scale 1, emits ONLY <see cref="ShadowCollisionType.Sphere"/> shapes for
/// them. That dispatch (not a raw "has Spheres, no CylSpheres" field read) is
/// the correct population: a Setup can carry authored Spheres and STILL never
/// reach the sphere branch if a physics-BSP part suppresses it (AP-152) — 99
/// of the 3,605 "sphere-only, no cylinder" Setups the reachability sweep
/// already counted fall into exactly that trap.
/// </summary>
public sealed class Ap155StaticSpherePopulationMeasurementTests
{
[Fact]
public void InstalledSetups_SphereOnlyStaticPopulation_Measured()
{
string? datDir = ContentConformanceDats.ResolveDatDir();
if (datDir is null)
{
Console.WriteLine("SKIP: installed retail DAT directory is unavailable.");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
// Production physics-BSP predicate — same as
// InstalledSetupBspPrimitiveDispatchTests / FlatCollisionAssetBuilder.cs:377-380.
var physicsBspCache = new Dictionary<uint, bool>();
bool HasPhysicsBsp(uint gfxObjId)
{
if (physicsBspCache.TryGetValue(gfxObjId, out bool cached))
return cached;
bool result =
dats.Portal.TryGet<GfxObj>(gfxObjId, out GfxObj? gfx)
&& gfx is not null
&& gfx.Flags.HasFlag(GfxObjFlags.HasPhysics)
&& gfx.PhysicsBSP?.Root is not null
&& gfx.VertexArray is not null;
physicsBspCache[gfxObjId] = result;
return result;
}
int totalSetups = 0;
int sphereOnlyReachable = 0;
var samples = new List<uint>();
foreach (uint id in dats.GetAllIdsOfType<Setup>())
{
if (!dats.Portal.TryGet<Setup>(id, out Setup? setup) || setup is null)
continue;
totalSetups++;
// The classifier: production FromSetup output, not raw Setup
// fields — this is what a landblock static entity built from
// this Setup actually registers.
var shapes = ShadowShapeBuilder.FromSetup(setup, 1f, HasPhysicsBsp);
if (shapes.Count == 0)
continue;
bool sphereOnly = true;
foreach (var shape in shapes)
{
if (shape.CollisionType != ShadowCollisionType.Sphere)
{
sphereOnly = false;
break;
}
}
if (!sphereOnly)
continue;
sphereOnlyReachable++;
if (samples.Count < 3)
samples.Add(id);
}
Console.WriteLine("===== AP-155 static-sphere population measurement =====");
Console.WriteLine($"Total installed Setups: {totalSetups}");
Console.WriteLine($"Reach the static Sphere emission (post-fix, production dispatch): {sphereOnlyReachable}");
Console.WriteLine("Three example object ids:");
foreach (uint sample in samples)
Console.WriteLine($" 0x{sample:X8}");
Console.WriteLine("=========================================================");
// Structural sanity only — this is a measurement, not a gate.
Assert.True(totalSetups > 0, "Expected the installed DAT to enumerate at least one Setup.");
Assert.True(
sphereOnlyReachable > 0,
"Expected at least one Setup to reach the static Sphere emission in the installed DAT.");
}
}

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@ -0,0 +1,111 @@
using System.Collections.Immutable;
using System.Linq;
using System.Numerics;
using AcDream.Content;
using AcDream.Core.Physics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.Content.Tests;
/// <summary>
/// AP-155 parity (route independence) for the second static publication site,
/// <see cref="LandblockPhysicsContentBuilder.PublishStaticCollision"/>. A
/// Setup carrying only authored Spheres (no CylSpheres) must register the
/// SAME shapes — type, local position, radius, scale — as
/// <see cref="ShadowShapeBuilder.FromSetup"/>, the LIVE path. Before the fix
/// this site emitted a height-capped Cylinder instead (base = origin - r*ẑ,
/// height = 2r), identically to <c>LandblockPhysicsPublisher</c>'s copy of
/// the same bug — see that class's tests
/// (<c>LandblockPhysicsPublisherTests.CompletePublication_SphereOnlySetup_*</c>)
/// for the dispatch-level (Cylinder-vs-Sphere narrow phase) proof; the two
/// sites share the SAME <c>ShadowObjectRegistry</c>/<c>TransitionTypes</c>
/// query code; this class only needs to prove ITS emission is correct.
/// </summary>
public sealed class LandblockPhysicsContentBuilderStaticSphereTests
{
private const uint LandblockId = 0xA9B40000u;
private const uint SetupId = 0x02000042u;
[Fact]
public void PublishStaticCollision_SphereOnlySetup_MatchesFromSetupShapeForShape()
{
var setup = new Setup();
setup.Spheres.Add(new Sphere
{
Origin = new Vector3(0.3f, -0.2f, 0.9f),
Radius = 0.55f,
});
setup.Spheres.Add(new Sphere
{
Origin = new Vector3(-0.1f, 0.4f, 1.4f),
Radius = 0.25f,
});
FlatSetupCollision flatSetup = FlatCollisionAssetBuilder.FlattenSetup(setup);
const float entScale = 1.3f;
var entity = new WorldEntity
{
Id = 0x80A9B401u,
SourceGfxObjOrSetupId = SetupId,
Position = Vector3.Zero,
Rotation = Quaternion.Identity,
Scale = entScale,
MeshRefs = Array.Empty<MeshRef>(),
};
var landblock = new LoadedLandblock(
LandblockId,
new LandBlock { Terrain = new TerrainInfo[81], Height = new byte[81] },
new[] { entity });
var collisions = new LandblockCollisionBuild(
ImmutableDictionary<uint, FlatGfxObjCollisionAsset>.Empty,
ImmutableDictionary<uint, FlatSetupCollision>.Empty.Add(SetupId, flatSetup),
ImmutableDictionary<uint, FlatCellStructureCollisionAsset>.Empty,
ImmutableDictionary<uint, FlatEnvCellTopology>.Empty,
ImmutableArray<uint>.Empty,
ImmutableArray.Create(SetupId),
ImmutableArray<uint>.Empty);
var engine = new PhysicsEngine();
var cache = new PhysicsDataCache();
LandblockPhysicsContentBuilder.CachePreparedObjects(cache, collisions);
LandblockPhysicsContentBuilder.StaticCollisionPublication publication =
LandblockPhysicsContentBuilder.PublishStaticCollision(
engine, cache, landblock, collisions, origin: Vector3.Zero);
Assert.Equal(1, publication.SetupOwnerCount);
Assert.Equal(0, publication.BspOwnerCount);
Assert.Equal(0, publication.NoCollisionCount);
// The LIVE-path oracle for the SAME Setup/scale.
var expected = ShadowShapeBuilder.FromSetup(setup, entScale, _ => false);
Assert.Equal(2, expected.Count);
Assert.All(
expected,
shape => Assert.Equal(ShadowCollisionType.Sphere, shape.CollisionType));
ShadowShape[] expectedOrdered = expected.OrderBy(shape => shape.Radius).ToArray();
// Entity registered at world origin with identity rotation, so
// RegisterMultiPart's world composition (entityWorldPos +
// Transform(shape.LocalPosition, entityWorldRot)) reduces to exactly
// shape.LocalPosition — the static entry's world Position is directly
// comparable to FromSetup's LocalPosition.
ShadowEntry[] entries = engine.ShadowObjects.AllEntriesForDebug()
.Where(entry => entry.EntityId == entity.Id)
.OrderBy(entry => entry.Radius)
.ToArray();
Assert.Equal(expectedOrdered.Length, entries.Length);
for (int i = 0; i < entries.Length; i++)
{
Assert.Equal(ShadowCollisionType.Sphere, entries[i].CollisionType);
Assert.Equal(expectedOrdered[i].LocalPosition, entries[i].Position);
Assert.Equal(expectedOrdered[i].Radius, entries[i].Radius);
Assert.Equal(expectedOrdered[i].Scale, entries[i].Scale);
// Review F4 (2026-08-07): assert, don't infer — the C4 lesson.
Assert.Equal(expectedOrdered[i].CylHeight, entries[i].CylHeight);
}
}
}

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@ -241,6 +241,14 @@ public class ShadowObjectRegistryMultiPartTests
radius: radius,
cylHeight: radius * 2f);
private static ShadowShape Sph(float radius, Vector3 localPosition = default)
=> ShadowShape.Sphere(
gfxObjId: 0u,
localPosition: localPosition,
localRotation: Quaternion.Identity,
scale: 1f,
radius: radius);
/// <summary>
/// A physics-BSP part shape. <paramref name="boundsCenter"/> defaults
/// OFF-CENTRE because that is the DAT-real configuration: a GfxObj's
@ -389,6 +397,40 @@ public class ShadowObjectRegistryMultiPartTests
Assert.DoesNotContain(farCell, cylCells);
}
/// <summary>
/// AP-155 (S2 contract, 2026-08-07). Retail's 10-sphere clamp
/// (<c>CObjCell::find_cell_list</c> @0x0052b9f0, <c>0x0052ba21 cmp
/// eax,0xa</c>) is a fixed-size destination-buffer limit on the CYLSPHERE
/// overload alone — it is not read by the Sphere-shape branch
/// <c>BuildFloodSpheres</c> takes as acdream's substitute for retail's
/// sorting-sphere overload (@0x0052b990, AP-157, still open): that branch
/// caps at <c>int.MaxValue</c>, i.e. not at all. Before this fix a static
/// Setup-Sphere entity registered as Cylinder shapes and so WAS subject to
/// this cap; after it, the same entity registers as Sphere shapes and
/// reaches this uncapped branch instead — verified here directly rather
/// than inferred from the source comment, matching
/// <see cref="BuildFloodSpheres_CapsCylSpheresAtTenButNeverTheBspParts"/>'s
/// eleventh-shape technique one branch over.
/// </summary>
[Fact]
public void BuildFloodSpheres_SphereBranchIsNeverCappedAtTen()
{
var far = new Vector3(0f, 72f, 0f);
uint ownCell = LbId | (uint)(1 * 8 + 1 + 1); // (x=1, y=1)
uint farCell = LbId | (uint)(1 * 8 + 4 + 1); // (x=1, y=4)
var spheres = new ShadowShape[11];
for (int i = 0; i < 10; i++)
spheres[i] = Sph(1f);
spheres[10] = Sph(1f, far);
List<uint> sphereCells = FloodCellsFor(spheres);
Assert.Contains(ownCell, sphereCells);
// The eleventh Sphere still floods — unlike the eleventh CylSphere in
// BuildFloodSpheres_CapsCylSpheresAtTenButNeverTheBspParts above.
Assert.Contains(farCell, sphereCells);
}
/// <summary>
/// The BoundsCentre is expressed in the SHAPE's own frame, so the part's
/// LocalRotation must carry it — exactly as retail transforms the sphere