feat(phys): A6.P4 slice 1 — portal-reachable cellSet includes outdoor cells

Closes #99 (run-through doors regression from b3ce505).

The b3ce505 stopgap for #98 gates the outdoor 24m radial sweep on indoor
primary cells. Combined with ShadowObjectRegistry.GetNearbyObjects'
"skip outdoor ids" filter on the cellScope-pass loop, this meant doors
registered at outdoor cells (default cellScope=0u for server-spawned
entities at GameWindow.cs:3139) were invisible to spheres on the indoor
side of a doorway threshold — walk-through.

Pre-flight reads found that CellTransit.FindCellSet already adds
outdoor cells to its candidate set when the sphere straddles an
OtherCellId=0xFFFF exit portal (via AddAllOutsideCells triggered by
exitOutside=true inside the indoor-seed BFS). The fix is to stop
filtering those outdoor ids out before iterating, and rename the param
to portalReachableCells to reflect what the set actually contains.

- Q1: Indoor EnvCell.VisibleCellIds is indoor-only in all 16 cottage
  fixtures (low 16 bits ≥ 0x0100). OtherCellId=0xFFFF on portals
  marks "exit to outdoor world" without naming a specific cellId; the
  specific outdoor cell is computed by AddAllOutsideCells from world
  XY when the sphere straddles the exit portal.
- Q2: GameWindow.cs:3139 ShadowObjects.Register for server-spawned
  entities passes no cellScope → default 0u → outdoor 24m grid
  registration. UpdatePosition (line 145) does the same on movement.
  Doors are confirmed outdoor-registered.

Slice 1 makes a smaller change than the spec proposed (no new
parameter; just drop the existing filter), because FindCellSet's
existing exit-portal logic already exposes the needed outdoor cells.
The retail-faithful registration-side BuildShadowCellSet refactor and
the b3ce505 gate removal stay scheduled for slices 2-3.

Verification:
- 24/24 ShadowObjectRegistryTests pass (incl. two new slice 1 tests:
  IndoorPrimary_OutdoorCellInPortalSet_DoorReturned closes #99;
  IndoorPrimary_IndoorOnlyPortalSet_OutdoorRadialStillSkipped
  regression-pins #98)
- 11/11 CellarUpTrajectoryReplayTests pass (LiveCompare_FirstCap_
  FixClosesCottageFloorCap stays green)
- dotnet build AcDream.slnx: 0 errors, 0 warnings
- Pre-existing 6-8 static-state-leakage failures in serial physics
  suite verified unchanged by stash+retest baseline check

Visual verification pending: walk Holtburg cottage doorway from both
sides; door blocks both directions; cellar still climbable.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-24 08:10:32 +02:00
parent 3e3cd77202
commit b49ed904c3
3 changed files with 122 additions and 30 deletions

View file

@ -301,4 +301,73 @@ public class ShadowObjectRegistryTests
Assert.Equal(0x00000004u, inA.State);
Assert.Equal(0x00000004u, inB.State);
}
// -----------------------------------------------------------------------
// A6.P4 slice 1 — portalReachableCells set includes outdoor cells
// when sphere straddles an exit portal (issue #99)
// -----------------------------------------------------------------------
[Fact]
public void GetNearbyObjects_PortalReachableSetIncludesOutdoorCell_IndoorPrimary_DoorReturned()
{
// A6.P4 slice 1 / issue #99 (2026-05-24): when the player's sphere is
// in an indoor cell but its CellTransit.FindCellSet result includes
// an outdoor cell (via AddAllOutsideCells triggered by the sphere
// straddling an OtherCellId=0xFFFF exit portal), GetNearbyObjects
// must return shadows registered in that outdoor cell. Doors are
// server-spawned entities registered at GameWindow.cs:3139 with
// default cellScope=0u → outdoor 24-m grid registration. Before this
// fix, the loop filtered out outdoor cell ids ("skip outdoor ids")
// AND #98's primaryCellId gate skipped the radial sweep — net result
// was that doors at building thresholds were invisible to spheres
// on the indoor side: walk-through.
var reg = new ShadowObjectRegistry();
const uint doorEntityId = 0x000F4244u;
reg.Register(doorEntityId, 0x020019FFu, new Vector3(12f, 12f, 50f),
Quaternion.Identity, 1f, OffX, OffY, LbId,
ShadowCollisionType.Cylinder, cylHeight: 2.5f);
var results = new List<ShadowEntry>();
uint doorOutdoorCellId = LbId | 1u; // outdoor cell where door sits
uint vestibuleCellId = LbId | 0x0145u; // indoor cell on the other side
// Sphere is in the vestibule; FindCellSet added the doorway's outdoor
// cell via AddAllOutsideCells. Both ids land in portalReachableCells.
reg.GetNearbyObjects(
new Vector3(12f, 12f, 50f), 5f, OffX, OffY, LbId, results,
portalReachableCells: new[] { vestibuleCellId, doorOutdoorCellId },
primaryCellId: vestibuleCellId);
Assert.Contains(results, e => e.EntityId == doorEntityId);
}
[Fact]
public void GetNearbyObjects_IndoorPrimary_IndoorOnlyPortalSet_OutdoorRadialStillSkipped()
{
// Regression check for issue #98: when the FindCellSet result holds
// only indoor cells (sphere not near an exit portal — e.g. deep in
// a cellar), the radial outdoor sweep must stay skipped so the
// landblock-baked cottage GfxObj (registered at outdoor cellScope=0)
// is NOT returned to a sphere in the cellar EnvCell. Otherwise the
// head sphere bumps the cottage's downward-facing floor poly from
// below and caps the cellar ascent at world Z≈92.7.
var reg = new ShadowObjectRegistry();
const uint cottageEntityId = 0xA9B47900u;
reg.Register(cottageEntityId, 0x01000A2Bu, new Vector3(12f, 12f, 90f),
Quaternion.Identity, 5.5f, OffX, OffY, LbId);
var results = new List<ShadowEntry>();
uint cellarCellId = LbId | 0x0146u;
// Sphere is in the cellar; FindCellSet returned indoor-only set
// (no exit portal nearby).
reg.GetNearbyObjects(
new Vector3(12f, 12f, 50f), 5.5f, OffX, OffY, LbId, results,
portalReachableCells: new[] { cellarCellId },
primaryCellId: cellarCellId);
Assert.DoesNotContain(results, e => e.EntityId == cottageEntityId);
}
}