refactor(runtime): own local movement and outbound cadence

Move the canonical local movement controller, body/motion managers, object clock, movement wire data, and MTS/jump/AP sender into AcDream.Runtime. Replace process skill defaults with typed Runtime character options, make graphical and direct commands borrow one autorun owner, retain the construction-time PartArray seam, and include movement in terminal ownership convergence.

Preserve the accepted pre-inbound movement/jump and post-inbound autonomous-position order while moving the exact packet/cadence fixtures into Runtime tests. Add graphical/direct parity, two-instance isolation, teardown, allocation, architecture, and divergence-path coverage.

Co-authored-by: Codex <noreply@openai.com>
This commit is contained in:
Erik 2026-07-26 12:33:53 +02:00
parent 3456dff038
commit aa3f4a60f8
36 changed files with 878 additions and 276 deletions

View file

@ -0,0 +1,829 @@
using System;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Runtime.Gameplay;
namespace AcDream.Runtime.Tests.Gameplay;
public class PlayerMovementControllerTests
{
private static float ObjectTick => PhysicsBody.MinQuantum + 0.001f;
private static PhysicsEngine MakeFlatEngine()
{
var engine = new PhysicsEngine();
var heights = new byte[81];
Array.Fill(heights, (byte)50);
var heightTable = new float[256];
for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
var terrain = new TerrainSurface(heights, heightTable);
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
return engine;
}
[Fact]
public void PerformMovement_ReactivatesCanonicalClock_ExceptForStaticObject()
{
var clock = new RetailObjectQuantumClock();
var controller = new PlayerMovementController(MakeFlatEngine(), clock);
clock.Deactivate();
controller.ApplyPhysicsState(PhysicsStateFlags.None);
controller.Movement.PerformMovement(new MovementStruct
{
Type = (MovementType)99,
});
Assert.True(clock.IsActive);
clock.Deactivate();
controller.ApplyPhysicsState(PhysicsStateFlags.Static);
controller.Movement.PerformMovement(new MovementStruct
{
Type = (MovementType)99,
});
Assert.False(clock.IsActive);
}
[Fact]
public void Update_NoInput_PositionUnchanged()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
var result = controller.Update(0.016f, new MovementInput());
Assert.Equal(96f, result.Position.X, precision: 1);
Assert.Equal(96f, result.Position.Y, precision: 1);
}
// ── Indoor-flap root cause: resting-body bit-stability ────────────────────
//
// The indoor render "flap" (textures battling at the cottage doorway) is
// portal-flood membership instability. PortalVisibilityBuilder.Build is a
// proven-deterministic pure function, so the membership can only flip if its
// INPUT (the camera eye, derived from the player RenderPosition) varies.
// Live 6-dp capture (pvinput.log:54) shows the player RenderPosition carries
// a perpetual ~1-ULP flicker at rest (Z 94.000000 <-> 93.999992 — exactly one
// float mantissa step). ComputeRenderPosition is Vector3.Lerp(_prevPhysicsPos,
// _currPhysicsPos, alpha), and Lerp(a, a, t) == a exactly, so a jittering
// RenderPosition at rest means the physics body's resting Position is NOT
// bit-stable between ticks. Retail's authoritative local position is bit-stable
// at rest (validate_transition -> kill_velocity on every grounded contact), so
// retail never flaps.
//
// This test pins the physics-side invariant: a grounded body with no input
// must hold a byte-identical position across many frames. It PASSES — which
// is itself the evidence: the physics resting position is bit-stable, so the
// doorway flap is NOT a physics-rest jitter. See
// docs/research/2026-06-08-flap-physics-diagnosis-REFUTED-its-render-membership.md
// (the flap is render-side portal-flood membership instability at the grazing
// doorway portal under a sweeping camera eye). Kept as a regression guard.
[Fact]
public void Update_AtRestNoInput_RenderPositionBitStableAcrossManyFrames()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
var rest = new Vector3(96f, 96f, 50f);
controller.SetPosition(rest, 0x0001);
// Settle one frame so the resolver establishes its rest state, then
// capture the baseline the body must hold.
var settled = controller.Update(1f / 60f, new MovementInput());
Vector3 baselineRender = settled.RenderPosition;
Vector3 baselinePhysics = settled.Position;
// Hold still for ~10 s of 60 Hz frames (crosses MinQuantum every ~2
// frames, so the 30 Hz physics tick fires throughout — same cadence as
// live). Any deviation, even one ULP, is the flap's root cause.
float maxRenderDev = 0f;
float maxPhysicsDev = 0f;
for (int i = 0; i < 600; i++)
{
var r = controller.Update(1f / 60f, new MovementInput());
maxRenderDev = MathF.Max(maxRenderDev, (r.RenderPosition - baselineRender).Length());
maxPhysicsDev = MathF.Max(maxPhysicsDev, (r.Position - baselinePhysics).Length());
}
Assert.True(
maxRenderDev == 0f && maxPhysicsDev == 0f,
$"resting body drifted: render={maxRenderDev * 1e6f:F3} µm, " +
$"physics={maxPhysicsDev * 1e6f:F3} µm; expected byte-identical rest");
}
// After walking then releasing input, the body must SETTLE to a
// byte-identical resting position — not keep blipping a residual velocity.
// This models the live flap: the player walks to the cottage doorway and
// stops, and the eye then carries a ~1-ULP jitter that flips portal-flood
// membership. Flat-terrain variant: if even this drifts, the residual-after-
// motion path is the root and it is not indoor-specific.
[Fact]
public void Update_WalkThenStop_SettlesToBitStableRest()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f;
// Walk forward ~0.5 s, then release.
for (int i = 0; i < 30; i++)
controller.Update(1f / 60f, new MovementInput(Forward: true));
// Let velocity decay / state settle.
for (int i = 0; i < 30; i++)
controller.Update(1f / 60f, new MovementInput());
var settled = controller.Update(1f / 60f, new MovementInput());
Vector3 basePos = settled.Position;
Vector3 baseRender = settled.RenderPosition;
float maxPos = 0f, maxRender = 0f;
for (int i = 0; i < 600; i++)
{
var r = controller.Update(1f / 60f, new MovementInput());
maxPos = MathF.Max(maxPos, (r.Position - basePos).Length());
maxRender = MathF.Max(maxRender, (r.RenderPosition - baseRender).Length());
}
Assert.True(maxPos == 0f && maxRender == 0f,
$"post-walk rest drifted: pos={maxPos * 1e6f:F3} µm, render={maxRender * 1e6f:F3} µm");
}
[Fact]
public void Update_ForwardInput_MovesInFacingDirection()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f; // facing +X
// L.5 physics-tick gate (235de33, 2026-04-30): Update() integrates
// only one MinQuantum (~0.033s) per MaxQuantum (~0.1s) tick, matching
// retail's 30Hz physics. A single Update(1.0f) only advances one
// MaxQuantum step (~0.312m at walk speed 3.12 m/s). Drive the
// controller one MaxQuantum at a time for ~1s to accumulate real
// forward motion (8 × 0.1s = 0.8s × 3.12 m/s ≈ 2.5m).
var input = new MovementInput { Forward = true };
MovementResult result = default;
int ticks = (int)MathF.Ceiling(1.0f / PhysicsBody.MaxQuantum) + 1; // ~11 ticks
for (int i = 0; i < ticks; i++)
result = controller.Update(PhysicsBody.MaxQuantum, input);
// Should have moved >2 units in +X (walk speed over ~1s).
Assert.True(result.Position.X > 96f + 2f, $"X={result.Position.X} should have moved forward");
}
[Fact]
public void Update_AttachedAnimationWithZeroRootDelta_DoesNotGlideOnForwardEdge()
{
var controller = new PlayerMovementController(MakeFlatEngine());
var start = new Vector3(96f, 96f, 50f);
controller.SetPosition(start, 0x0001);
controller.Yaw = 0f;
controller.AttachAnimationRootMotionSource((_, _) => { });
MovementResult result = controller.Update(
ObjectTick,
new MovementInput(Forward: true));
Assert.Equal(start, result.Position);
Assert.Equal(0f, controller.BodyVelocity.X);
Assert.Equal(0f, controller.BodyVelocity.Y);
}
[Fact]
public void Update_AttachedAnimationRootDelta_DrivesGroundedBodyAtObjectScale()
{
var controller = new PlayerMovementController(MakeFlatEngine());
var start = new Vector3(96f, 96f, 50f);
controller.SetPosition(start, 0x0001);
controller.Yaw = 0f;
controller.ObjectScale = 2f;
controller.AttachAnimationRootMotionSource((_, frame) =>
frame.Origin = new Vector3(0f, 0.1f, 0f));
MovementResult result = controller.Update(
ObjectTick,
new MovementInput(Forward: true));
// Local +Y is forward. Yaw 0 maps it to world +X; m_scale doubles
// the animation-authored 0.1 m displacement to 0.2 m.
Assert.Equal(start.X + 0.2f, result.Position.X, precision: 3);
Assert.Equal(start.Y, result.Position.Y, precision: 3);
}
[Fact]
public void Update_SubQuantumFrames_AdvanceAnimationOnceAtObjectThreshold()
{
var controller = new PlayerMovementController(MakeFlatEngine());
var start = new Vector3(96f, 96f, 50f);
controller.SetPosition(start, 0x0001);
controller.Yaw = 0f;
int advances = 0;
controller.AttachAnimationRootMotionSource((_, frame) =>
{
advances++;
frame.Origin = new Vector3(0f, 0.1f, 0f);
});
MovementResult first = controller.Update(
ObjectTick * 0.5f,
new MovementInput(Forward: true));
MovementResult second = controller.Update(
ObjectTick * 0.5f,
new MovementInput(Forward: true));
Assert.Equal(start, first.Position);
Assert.Equal(start.X + 0.1f, second.Position.X, precision: 3);
Assert.Equal(start.Y, second.Position.Y, precision: 3);
Assert.Equal(1, advances);
}
[Fact]
public void Update_AttachedAnimationFrame_ComposesTranslationBeforeTurn()
{
var controller = new PlayerMovementController(MakeFlatEngine());
var start = new Vector3(96f, 96f, 50f);
controller.SetPosition(start, 0x0001);
controller.Yaw = 0f; // body local +Y faces world +X
controller.AttachAnimationRootMotionSource((_, frame) =>
{
frame.Origin = new Vector3(0f, 0.1f, 0f);
frame.Orientation = Quaternion.CreateFromAxisAngle(
Vector3.UnitZ,
MathF.PI / 2f);
});
MovementResult result = controller.Update(
ObjectTick,
new MovementInput());
// Retail Frame::combine transforms the delta origin by the OLD body
// orientation, then composes the delta orientation. The body therefore
// moves east before finishing the quarter-turn to north.
Assert.Equal(start.X + 0.1f, result.Position.X, precision: 3);
Assert.Equal(start.Y, result.Position.Y, precision: 3);
Assert.Equal(MathF.PI / 2f, controller.Yaw, precision: 3);
}
[Fact]
public void Update_AttachedAnimationFrame_PreservesCompleteNonCommutingOrientation()
{
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
Quaternion initial = Quaternion.CreateFromAxisAngle(Vector3.UnitX, 1.1f);
Quaternion delta = Quaternion.CreateFromAxisAngle(Vector3.UnitY, -0.9f);
controller.SetBodyOrientation(initial);
controller.AttachAnimationRootMotionSource((_, frame) =>
frame.Orientation = delta);
controller.Update(ObjectTick, new MovementInput());
Quaternion expected = Quaternion.Normalize(initial * delta);
float alignment = MathF.Abs(Quaternion.Dot(
expected,
Quaternion.Normalize(controller.BodyOrientation)));
Assert.InRange(alignment, 0.99999f, 1.00001f);
Assert.True(MathF.Abs(Quaternion.Dot(
Quaternion.Normalize(delta * initial),
Quaternion.Normalize(controller.BodyOrientation))) < 0.999f);
}
[Fact]
public void Update_MultiQuantumAnimationFrames_ComposeInTemporalOrder()
{
var controller = new PlayerMovementController(MakeFlatEngine());
var start = new Vector3(96f, 96f, 50f);
controller.SetPosition(start, 0x0001);
controller.Yaw = 0f;
int sample = 0;
controller.AttachAnimationRootMotionSource((_, frame) =>
{
if (sample++ == 0)
{
frame.Orientation = Quaternion.CreateFromAxisAngle(
Vector3.UnitZ,
MathF.PI / 2f);
}
else
{
frame.Origin = new Vector3(0f, 0.1f, 0f);
}
});
MovementResult result = controller.Update(
PhysicsBody.MaxQuantum * 2f,
new MovementInput());
// The second local-forward displacement occurs after the first
// quarter-turn, so it moves north. Adding Origins as bare vectors
// would incorrectly move east.
Assert.Equal(start.X, result.Position.X, precision: 3);
Assert.Equal(start.Y + 0.1f, result.Position.Y, precision: 3);
Assert.Equal(MathF.PI / 2f, controller.Yaw, precision: 3);
}
[Fact]
public void Update_ExactMinQuantum_RetainsTimeWithoutAdvancingObject()
{
var controller = new PlayerMovementController(MakeFlatEngine());
var start = new Vector3(96f, 96f, 50f);
controller.SetPosition(start, 0x0001);
int advances = 0;
controller.AttachAnimationRootMotionSource((_, frame) =>
{
advances++;
frame.Origin = new Vector3(0f, 1f, 0f);
});
MovementResult atThreshold = controller.Update(
PhysicsBody.MinQuantum,
new MovementInput());
Assert.Equal(start, atThreshold.Position);
Assert.Equal(0, advances);
controller.Update(0.001f, new MovementInput());
Assert.Equal(1, advances);
}
[Fact]
public void Update_LargeFrame_MatchesSeparateRetailObjectQuanta()
{
var combined = new PlayerMovementController(MakeFlatEngine());
var split = new PlayerMovementController(MakeFlatEngine());
var start = new Vector3(96f, 96f, 50f);
combined.SetPosition(start, 0x0001);
split.SetPosition(start, 0x0001);
int combinedHooks = 0;
int splitHooks = 0;
static void Advance(float dt, AcDream.Core.Physics.Motion.MotionDeltaFrame frame)
{
frame.Origin = new Vector3(0f, dt * 2f, 0f);
frame.Orientation = Quaternion.CreateFromAxisAngle(
Vector3.UnitZ,
dt * 0.7f);
}
combined.AttachAnimationRootMotionSource(Advance, () => combinedHooks++);
split.AttachAnimationRootMotionSource(Advance, () => splitHooks++);
combined.Update(PhysicsBody.MaxQuantum * 2f, new MovementInput());
split.Update(PhysicsBody.MaxQuantum, new MovementInput());
split.Update(PhysicsBody.MaxQuantum, new MovementInput());
Assert.Equal(split.Position.X, combined.Position.X, precision: 5);
Assert.Equal(split.Position.Y, combined.Position.Y, precision: 5);
Assert.Equal(split.Position.Z, combined.Position.Z, precision: 5);
float alignment = MathF.Abs(Quaternion.Dot(
Quaternion.Normalize(split.BodyOrientation),
Quaternion.Normalize(combined.BodyOrientation)));
Assert.InRange(alignment, 0.99999f, 1.00001f);
Assert.Equal(2, combinedHooks);
Assert.Equal(2, splitHooks);
}
[Fact]
public void TickHidden_DoesNotAdvancePartArrayButStillProcessesHooks()
{
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
int advances = 0;
int hookPasses = 0;
controller.AttachAnimationRootMotionSource(
(_, frame) =>
{
advances++;
frame.Origin = new Vector3(0f, 1f, 0f);
},
() => hookPasses++);
controller.TickHidden(ObjectTick);
Assert.Equal(0, advances);
Assert.Equal(1, hookPasses);
}
[Fact]
public void InvalidElapsed_VisibleFrameIsPurePresentationRead()
{
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
float initialTime = controller.SimTimeSeconds;
float initialYaw = controller.Yaw;
Vector3 initialPosition = controller.Position;
RawMotionState initialMotion = controller.Motion.RawState;
var hostileInput = new MovementInput(
Forward: true,
TurnLeft: true,
Jump: true,
Run: true);
foreach (float elapsed in new[]
{
float.NaN,
float.PositiveInfinity,
float.NegativeInfinity,
-0.1f,
0f,
})
{
MovementResult result = controller.Update(elapsed, hostileInput);
Assert.False(result.ShouldSendMovementEvent);
}
Assert.Equal(initialTime, controller.SimTimeSeconds);
Assert.Equal(initialYaw, controller.Yaw);
Assert.Equal(initialPosition, controller.Position);
Assert.Equal(initialMotion, controller.Motion.RawState);
controller.Update(ObjectTick, new MovementInput());
controller.Update(ObjectTick, new MovementInput());
Assert.True(controller.AdvancedObjectQuantumLastTick);
controller.Update(float.NaN, hostileInput);
Assert.False(controller.AdvancedObjectQuantumLastTick);
}
[Fact]
public void InvalidElapsed_HiddenFrameDoesNotAdvanceClockOrManagerTail()
{
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
float initialTime = controller.SimTimeSeconds;
int targetPasses = 0;
controller.TickHidden(float.NaN, () => targetPasses++);
controller.TickHidden(float.PositiveInfinity, () => targetPasses++);
controller.TickHidden(-0.1f, () => targetPasses++);
Assert.Equal(initialTime, controller.SimTimeSeconds);
Assert.Equal(0, targetPasses);
Assert.False(controller.AdvancedObjectQuantumLastTick);
controller.TickHidden(ObjectTick);
controller.TickHidden(ObjectTick);
Assert.True(controller.AdvancedObjectQuantumLastTick);
controller.TickHidden(float.PositiveInfinity);
Assert.False(controller.AdvancedObjectQuantumLastTick);
}
[Fact]
public void Update_AirbornePartArrayFrame_SuppressesOriginButPreservesOrientation()
{
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Update(1f, new MovementInput(Jump: true));
Vector3 beforeRelease = controller.Position;
Quaternion beforeOrientation = controller.BodyOrientation;
Quaternion delta = Quaternion.CreateFromAxisAngle(Vector3.UnitY, 0.4f);
int advances = 0;
controller.AttachAnimationRootMotionSource((_, frame) =>
{
advances++;
frame.Origin = new Vector3(0f, 10f, 0f);
frame.Orientation = delta;
});
controller.Update(ObjectTick, new MovementInput(Jump: false));
Assert.True(controller.IsAirborne);
Assert.Equal(beforeRelease.X, controller.Position.X, precision: 5);
Assert.Equal(beforeRelease.Y, controller.Position.Y, precision: 5);
Quaternion expected = Quaternion.Normalize(beforeOrientation * delta);
float alignment = MathF.Abs(Quaternion.Dot(
expected,
Quaternion.Normalize(controller.BodyOrientation)));
Assert.InRange(alignment, 0.99999f, 1.00001f);
Assert.Equal(1, advances);
}
[Fact]
public void Update_AttachedAnimationTurn_IsNotAppliedByASecondYawIntegrator()
{
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f;
controller.AttachAnimationRootMotionSource((dt, frame) =>
{
frame.Orientation = Quaternion.CreateFromAxisAngle(
Vector3.UnitZ,
-(MathF.PI / 2f) * dt);
});
controller.Update(
ObjectTick,
new MovementInput(TurnRight: true));
Assert.Equal(
-(MathF.PI / 2f) * ObjectTick,
controller.Yaw,
precision: 4);
}
[Fact]
public void Update_SubQuantumFrame_InterpolatesRenderPositionWithoutAdvancingPhysicsPosition()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
var start = new Vector3(96f, 96f, 50f);
controller.SetPosition(start, 0x0001);
controller.Yaw = 0f;
var firstTick = controller.Update(ObjectTick, new MovementInput(Forward: true));
Assert.True(firstTick.Position.X > start.X, "Physics tick should advance the authoritative body position");
Assert.Equal(start.X, firstTick.RenderPosition.X, precision: 4);
var halfFrame = controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput(Forward: true));
Assert.Equal(firstTick.Position.X, halfFrame.Position.X, precision: 4);
Assert.True(halfFrame.RenderPosition.X > start.X, "Render position should move between physics ticks");
Assert.True(halfFrame.RenderPosition.X < firstTick.Position.X,
$"Render X={halfFrame.RenderPosition.X} should stay between {start.X} and {firstTick.Position.X}");
float expectedMidpoint = start.X + ((firstTick.Position.X - start.X) * 0.5f);
Assert.Equal(expectedMidpoint, halfFrame.RenderPosition.X, precision: 3);
}
[Fact]
public void SetPosition_ResnapsRenderInterpolationEndpoints()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f;
controller.Update(ObjectTick, new MovementInput(Forward: true));
controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput(Forward: true));
var snapped = new Vector3(120f, 80f, 50f);
controller.SetPosition(snapped, 0x0001);
var result = controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput());
Assert.Equal(snapped, result.Position);
Assert.Equal(snapped, result.RenderPosition);
}
[Fact]
public void BlipPosition_ResnapsPoseWithoutStoppingActiveMotion()
{
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f;
controller.Update(ObjectTick, new MovementInput(Forward: true));
Vector3 velocity = controller.BodyVelocity;
Assert.True(velocity.LengthSquared() > 0f);
var corrected = new Vector3(100f, 98f, 50f);
controller.BlipPosition(corrected, 0x0001, corrected);
Assert.Equal(corrected, controller.Position);
Assert.Equal(corrected, controller.RenderPosition);
Assert.Equal(velocity, controller.BodyVelocity);
}
[Fact]
public void BlipPosition_PublishesCanonicalOutdoorCellAndLocalFrame()
{
var controller = new PlayerMovementController(MakeFlatEngine());
var world = new Vector3(150f, 193f, 50f);
var wireLocal = new Vector3(150f, 193f, 50f);
controller.BlipPosition(world, 0xA9B30038u, wireLocal);
Assert.Equal(0xA9B40031u, controller.CellId);
Assert.Equal(controller.CellId, controller.CellPosition.ObjCellId);
Assert.Equal(new Vector3(150f, 1f, 50f), controller.CellPosition.Frame.Origin);
Assert.Equal(world, controller.Position);
}
[Fact]
public void TeleportPosition_PublishesCanonicalOutdoorCellAndLocalFrame()
{
var controller = new PlayerMovementController(MakeFlatEngine());
var world = new Vector3(12f, 12f, 50f);
var wireLocal = new Vector3(12f, 12f, 50f);
controller.SetPosition(world, 0xA9B40031u, wireLocal);
Assert.Equal(0xA9B40001u, controller.CellId);
Assert.Equal(controller.CellId, controller.CellPosition.ObjCellId);
Assert.Equal(wireLocal, controller.CellPosition.Frame.Origin);
}
[Fact]
public void Update_HugeQuantumDiscard_ResnapsRenderInterpolationEndpoints()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f;
int animationAdvances = 0;
int hookPasses = 0;
controller.AttachAnimationRootMotionSource(
(_, frame) =>
{
animationAdvances++;
frame.Origin = new Vector3(0f, 0.1f, 0f);
},
() => hookPasses++);
var moved = controller.Update(ObjectTick, new MovementInput(Forward: true));
int advancesBeforeDiscard = animationAdvances;
int hooksBeforeDiscard = hookPasses;
var stale = controller.Update(PhysicsBody.HugeQuantum + 0.1f, new MovementInput(Forward: true));
Assert.Equal(moved.Position.X, stale.Position.X, precision: 4);
Assert.Equal(stale.Position, stale.RenderPosition);
Assert.Equal(advancesBeforeDiscard, animationAdvances);
Assert.Equal(hooksBeforeDiscard, hookPasses);
}
[Fact]
public void Update_LeftoverAboveMinQuantum_ClampsRenderAlphaToCurrentPhysicsPosition()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f;
var result = controller.Update(
PhysicsBody.MaxQuantum + PhysicsBody.MinQuantum,
new MovementInput(Forward: true));
Assert.Equal(result.Position.X, result.RenderPosition.X, precision: 4);
Assert.Equal(result.Position.Y, result.RenderPosition.Y, precision: 4);
Assert.Equal(result.Position.Z, result.RenderPosition.Z, precision: 4);
}
[Fact]
public void Update_RunForward_MoveFasterThanWalk()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f;
var walkInput = new MovementInput { Forward = true };
var walkResult = controller.Update(1.0f, walkInput);
float walkDist = walkResult.Position.X - 96f;
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
var runInput = new MovementInput { Forward = true, Run = true };
var runResult = controller.Update(1.0f, runInput);
float runDist = runResult.Position.X - 96f;
Assert.True(runDist > walkDist, $"Run ({runDist}) should be faster than walk ({walkDist})");
}
[Fact]
public void Update_TurnInput_ChangesYaw()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
float initialYaw = controller.Yaw;
var input = new MovementInput { TurnRight = true };
controller.Update(0.5f, input);
Assert.NotEqual(initialYaw, controller.Yaw);
}
[Fact]
public void MotionStateChanged_WhenStartingToWalk()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
// First frame: idle (no input).
controller.Update(0.016f, new MovementInput());
// Second frame: start walking.
var input = new MovementInput { Forward = true };
var result = controller.Update(0.016f, input);
Assert.True(result.MotionStateChanged);
}
[Fact]
public void Update_JumpOnFlatTerrain_BecomesAirborne()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
// Charged jump: hold for a full charge (1s dt), then release to fire.
// A full charge gives enough Vz that the player clears the 0.05-unit
// ground-snap threshold within the same integration frame.
controller.Update(1.0f, new MovementInput(Jump: true)); // full charge
controller.Update(0.016f, new MovementInput(Jump: false)); // release → jump fires
Assert.True(controller.IsAirborne);
Assert.True(controller.VerticalVelocity > 0f);
}
[Fact]
public void PositionEventGateRequiresContactAndWalkable()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
Assert.True(controller.CanSendPositionEvent);
controller.Update(1.0f, new MovementInput(Jump: true));
controller.Update(0.016f, new MovementInput(Jump: false));
Assert.True(controller.IsAirborne);
Assert.False(controller.CanSendPositionEvent);
}
[Fact]
public void JumpChargeSnapshot_TracksHeldChargeAndResetsOnRelease()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
Assert.Equal(default, controller.JumpCharge);
controller.Update(0.25f, new MovementInput(Jump: true));
Assert.True(controller.JumpCharge.IsCharging);
Assert.Equal(0.25f, controller.JumpCharge.Power, precision: 3);
controller.Update(0.016f, new MovementInput(Jump: false));
Assert.False(controller.JumpCharge.IsCharging);
Assert.Equal(0f, controller.JumpCharge.Power);
}
[Fact]
public void Update_AirborneFrames_ZRiseThenFalls()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
// Charged jump: hold for a full charge, then release.
controller.Update(1.0f, new MovementInput(Jump: true)); // full charge
controller.Update(0.016f, new MovementInput(Jump: false)); // release → jump fires
float z1 = controller.Position.Z;
// A few frames of rising
controller.Update(0.1f, new MovementInput());
float z2 = controller.Position.Z;
Assert.True(z2 > z1, "Should be rising");
// Many frames — should come back down.
// DefaultJumpVz = 10 m/s → full flight time ≈ 2.04s, so run 50 × 50ms = 2.5s
// to ensure the player has definitely landed.
for (int i = 0; i < 50; i++)
controller.Update(0.05f, new MovementInput());
Assert.False(controller.IsAirborne, "Should have landed");
Assert.Equal(50f, controller.Position.Z, precision: 1);
}
[Fact]
public void Update_WalkOffLedge_BecomesFalling()
{
// Build terrain with a sharp cliff: grid x<5 = Z50, grid x>=5 = Z20.
// heights[x*9+y] is indexed x-major; heightTable[i]=i*1f so
// byte value == Z value directly.
var heights = new byte[81];
for (int x = 0; x < 9; x++)
for (int y = 0; y < 9; y++)
heights[x * 9 + y] = (byte)(x < 5 ? 50 : 20);
var heightTable = new float[256];
for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
var engine = new PhysicsEngine();
var terrain = new TerrainSurface(heights, heightTable);
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
// Position the player just before the cliff edge (localX=118 ≈ grid x=4.92).
// At this point terrain Z is ~51.7 (bilinear interpolation near the high side).
// One step at walk speed will cross into the low region where terrain drops
// ~28 units — more than StepUpHeight=5, triggering the ledge-fall.
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(118f, 96f, 50f), 0x0001);
controller.Yaw = 0f; // facing +X
// Single step — should trigger airborne state because terrain drops sharply.
controller.Update(0.05f, new MovementInput(Forward: true));
Assert.True(controller.IsAirborne, "Player should be airborne after stepping off the cliff");
// Simulate enough frames to fall and land on the Z=20 floor.
for (int i = 0; i < 60; i++)
controller.Update(0.05f, new MovementInput(Forward: true));
Assert.False(controller.IsAirborne, "Player should have landed");
Assert.Equal(20f, controller.Position.Z, precision: 1);
}
}