docs(physics): #165 diagnostic pass - rule out (a)/(b), stop at (c)
Campaign P Slice P3 item 4. Per the plan's explicit instruction, this is diagnose-only: the research's candidate (a)/(b) mechanisms did not confirm, so no fix lands here. Built the dat-free/dat-backed fixtures the plan asked for (no live client) to test the two mechanisms a physics fixture CAN discriminate: - (b) ruled out by code reading: RuntimeRemotePhysicsUpdater.Tick's resolve gate reads RuntimeEntityRecord.FullCellId live. Every FullCellId = 0 write site (TryApplyPickup, CommitAcceptedParentCellless, CommitWithdrawal in RuntimeEntityObjectLifetime.cs) is a pickup/ parent-attach/delete path, never reachable for a live, freely moving remote mid-session. The "one-frame grace" is genuinely first-spawn-only. - (a) tested directly and does not reproduce, on two independent geometries: InterpolationManager's unclamped stall-fail "tail delta" snap (node_fail_counter > 3) can hand ResolveWithTransition an arbitrarily large single-tick targetPos. New fixture tests replace a proven small-step sweep (many 0.08-0.10 m ticks) with ONE resolve call spanning the entire distance, against both a synthetic creature sphere and the real Holtburg door BSP slab (Setup 0x020019FF/GfxObj 0x010044B5, the existing door-apparatus dat fixture) already used by DoorCollisionApparatusTests. Both stop at the identical surface distance the small-step tests pin, with a valid collision normal -- the sweep is not distance-limited and does not tunnel on a large single-tick delta. Candidate (c) -- render/interpolation presentation lag on the App side -- is the remaining hypothesis and is out of scope for a physics-fixture pass (it's a claim about what gets drawn relative to the committed PhysicsBody.Position, not something a Core fixture observes). #165 stays OPEN with (a)/(b) struck from the candidate list by the evidence above and (c) named as the next concrete step (an App-layer render-vs- physics-position diff, or a fresh live ACDREAM_PROBE_RESOLVE capture). New tests: Issue165RemoteWallPenetrationDiagnosticTests (dat-free, 3 tests) and DoorCollisionApparatusTests. Apparatus_SingleLargeTickJump_DeadCenter_StillBlocksOnBSP (dat-backed, 1 test, skips gracefully without the local dat directory). dotnet build + dotnet test (Core.Tests 4012/2 skip, Runtime.Tests 425/0) green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -4244,9 +4244,55 @@ NOTE: capture first — ACDREAM_PROBE_RESOLVE on the remote's guid at a
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wall shows whether the resolver reports Collided-but-position-inside or
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never sees the wall.
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**Campaign P Slice P3 diagnostic pass (2026-07-30, no live client —
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dat-free + dat-backed fixtures only, per
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`docs/research/2026-07-29-remote-and-world-specials-pseudocode.md` §2.4b):**
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research P3.2 re-framed the three candidates as (a) the
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`InterpolationManager` unclamped stall-fail "tail delta" snap
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(`node_fail_counter > 3`) committing a position on the far side of / inside
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a wall in one tick and the same-tick sweep failing to catch a large
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delta, (b) the remote resolve gate (`rm.CellId != 0 &&
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_physics.Engine.LandblockCount > 0`) skipping the sweep entirely on some
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tick other than first-spawn, and (c) render/interpolation presentation lag
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on the App side. Both (a) and (b) are now RULED OUT with direct evidence:
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- **(b):** code-read every `FullCellId = 0` write site
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(`RuntimeEntityObjectLifetime.cs`: `TryApplyPickup`,
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`CommitAcceptedParentCellless`, `CommitWithdrawal`) — all three are
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pickup/parent-attach/delete paths, never reachable for a live, freely
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moving remote mid-session. The gate's "one-frame grace" is genuinely
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first-spawn-only.
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- **(a):** three new fixture tests drive a SINGLE resolve call spanning an
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entire large-tick jump (simulating the unclamped snap) instead of many
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small ticks, against both synthetic sphere geometry AND the real
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Holtburg door BSP slab (`Setup 0x020019FF`/`GfxObj 0x010044B5`) already
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used by the door apparatus tests — both stop at the identical surface
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distance the proven small-step tests already pin, with a valid collision
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normal. The sweep is not distance-limited and does not tunnel on a large
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single-tick delta. See
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`Issue165RemoteWallPenetrationDiagnosticTests.SingleLargeTickJumpThroughObstacle_IsStillBlockedAtSurface`
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and
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`DoorCollisionApparatusTests.Apparatus_SingleLargeTickJump_DeadCenter_StillBlocksOnBSP`.
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**Candidate (c) is therefore the remaining hypothesis** and is explicitly
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OUT OF SCOPE for a physics-fixture-only pass — it is a claim about the
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App-layer render/presentation frame relative to the committed
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`PhysicsBody.Position`, not something a dat-free/dat-backed Core fixture
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can observe. Per the campaign's own instruction ("diagnose only unless a
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candidate confirms cheaply; otherwise stop"), this issue stays OPEN. The
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next concrete step for whoever picks this up: an App-layer render-position
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vs. physics-position diff across frames for a remote near a wall, or a
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fresh `ACDREAM_PROBE_RESOLVE`/`ACDREAM_CAPTURE_RESOLVE` live capture (the
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existing diagnostic recommendation in the research doc, still valid) if a
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live repro becomes available.
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**Where:** GameWindow remote DR tick (`TickAnimations` player-remote
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pipeline + queue chase), `PhysicsEngine.ResolveWithTransition` remote
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callers.
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callers; `src/AcDream.Runtime/Physics/RuntimeRemotePhysicsUpdater.cs`
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(resolve gate, candidate (b), ruled out); `src/AcDream.Core/Physics/
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InterpolationManager.cs` (unclamped stall-fail snap, candidate (a), ruled
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out); the render/presentation path (candidate (c), OPEN, App-layer, not
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yet located).
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**Acceptance:** a retail mover pressed against a wall shows flush at the
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wall from acdream, matching the retail-observer view side-by-side.
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@ -462,6 +462,78 @@ start point). `ACDREAM_CAPTURE_RESOLVE=<path>` would let this be replayed
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offline against the trajectory-replay harness. Both are existing tools;
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no new instrumentation is needed to start.
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### 2.4b — P3 diagnostic pass (2026-07-30): (a) and (b) ruled out by dat-free/dat-backed fixtures; (c) is the remaining candidate
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Campaign P Slice P3 item 4 built the dat-free/dat-backed fixtures the
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plan asked for (no live client) to discriminate the three candidates
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directly, without waiting on a fresh live capture. Findings:
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**(b) ruled out by code reading.** `RuntimeRemotePhysicsUpdater.Tick`'s
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resolve gate is `rm.CellId != 0 && _physics.Engine.LandblockCount > 0`.
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`RemoteMotion.CellId` reads `RuntimeEntityRecord.FullCellId` live (bound via
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`RuntimePhysicsState`'s `readCell = () => record.FullCellId`). Every write
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site for `FullCellId = 0` was traced (`RuntimeEntityObjectLifetime.cs`:
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`TryApplyPickup` line ~505, `CommitAcceptedParentCellless` line ~591,
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`CommitWithdrawal` line ~833) — all three are pickup/parent-attach/delete
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paths, never reachable for a live, freely-moving remote creature or player
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mid-session. For such a mover, `FullCellId` is set once by the first
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`UpdatePosition` and never returns to 0 until the entity despawns. The
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"one-frame grace" this gate names is therefore genuinely first-spawn-only,
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as the code's own comment already claimed — not a hidden mid-session
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tunneling window.
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**(a) tested directly and does NOT reproduce, on two independent
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geometries.** The unclamped stall-fail "tail delta" snap
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(`InterpolationManager.ComputeStep`, `_failCount > StallFailCountThreshold`)
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hands `ResolveWithTransition` a `targetPos` that can be an arbitrarily large
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single-tick delta (the full remaining distance to the interpolation queue's
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tail node, no speed cap). The concern was that this large delta might not
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sweep correctly and could tunnel through solid geometry in one tick.
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Tested directly, synthetic-sphere and real-BSP-wall geometry both agree:
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- `Issue165RemoteWallPenetrationDiagnosticTests.SingleLargeTickJumpThroughObstacle_IsStillBlockedAtSurface`
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(dat-free, synthetic creature sphere): a single resolve call spanning the
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ENTIRE 2.4 m approach (the same total distance the pre-existing 30-tick
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`SphereCollisionFamilyTests.GroundedSingleCreature_HeadOnPush_BlocksWithoutPenetration`
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covers in 0.08 m increments) stops at the identical surface distance
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(Y≈10.48–10.54) — the sweep is not distance-limited and catches the large
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jump exactly as it catches the small-step approach.
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- `DoorCollisionApparatusTests.Apparatus_SingleLargeTickJump_DeadCenter_StillBlocksOnBSP`
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(dat-backed, the REAL Holtburg door Setup `0x020019FF` + GfxObj
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`0x010044B5` BSP slab used by the existing door apparatus tests): the
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SAME dead-center front approach the 20-tick
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`Apparatus_DeadCenter_FrontApproach_BlocksOnBSP` test covers, driven in
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ONE resolve call for the full 2 m instead of 20 × 0.10 m ticks, reports
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`CollisionNormalValid=true` and stops at Y=11.4 — before the door's front
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face (Y≈11.99), matching the small-step result.
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- A third fixture (`SingleLargeTickJumpStartingInsideObstacleOverlap_DoesNotAcceptTunneledCandidate`)
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confirms that even a candidate whose START point is already inside a
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solid obstacle's overlap zone does not sail through to a far target —
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retail's own `validate_transition` restores `curr_pos` on a non-clean
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step from inside an overlap (the #184 DO-NOT-RETRY precedent), and
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acdream matches.
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Both candidates the fixtures could test without a live capture are
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therefore RULED OUT as the #165 mechanism: the sweep itself handles large
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single-tick position deltas correctly against both object-collision
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(ShadowObjectRegistry sphere) and BSP-wall geometry, and the resolve gate
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cannot skip mid-session for a live mover.
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**Conclusion: candidate (c) — render/interpolation presentation lag on the
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App side — is the remaining candidate**, and it is NOT testable with a
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physics-fixture-only pass: it is a claim about what gets DRAWN on a given
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frame relative to the collision-corrected `PhysicsBody.Position`, which
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requires an App-layer render-frame read (comparing the entity's presented
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transform against its committed physics position across frames) — outside
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Core/Runtime and outside what a dat-free/dat-backed fixture can observe.
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Per the campaign plan ("otherwise write the diagnosis... and STOP"), this
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item stops here: #165 stays OPEN with (a) and (b) struck from the
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candidate list by the evidence above, and (c) named as the next concrete
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step for whoever picks this up (an App-layer render-position vs.
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physics-position diff across frames, or a live `ACDREAM_PROBE_RESOLVE`
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capture if a fresh repro is available — see the diagnostic recommendation
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above, still valid for confirming (c) live).
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---
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## 3. P3.3 — TS-23: PK/PKLite/Impenetrable mover bits
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@ -91,6 +91,51 @@ public class DoorCollisionApparatusTests
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$"Got Y={finalPos.Y:F3}");
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}
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/// <summary>
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/// Campaign P Slice P3 item 4 (#165) candidate (a) discriminator, against
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/// REAL BSP wall geometry (the door slab) rather than a synthetic sphere:
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/// the SAME dead-center front approach as
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/// <see cref="Apparatus_DeadCenter_FrontApproach_BlocksOnBSP"/>, but in
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/// ONE resolve call spanning the entire 2 m approach instead of 20 small
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/// 0.10 m ticks — exactly what an <c>InterpolationManager</c> unclamped
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/// stall-fail "tail delta" snap (the FULL remaining distance to the
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/// queue's tail node, no speed cap) would hand
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/// <c>ResolveWithTransition</c> as its <c>targetPos</c> in a single tick.
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/// If this still blocks at the door, candidate (a) does not reproduce
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/// against real wall BSP geometry either (matching the synthetic-sphere
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/// finding in <see cref="Issue165RemoteWallPenetrationDiagnosticTests"/>).
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/// </summary>
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[Fact]
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public void Apparatus_SingleLargeTickJump_DeadCenter_StillBlocksOnBSP()
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{
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if (!TryBuildScenario(out var ctx)) return;
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var start = new Vector3(12f, 11f, 0.5f);
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// The full 20-tick × 0.10 m approach in ONE resolve call.
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var target = new Vector3(12f, 13f, 0.5f);
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var result = ctx.engine.ResolveWithTransition(
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start, target, TestCellId,
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SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
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isOnGround: false, body: null,
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moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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movingEntityId: 0);
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_out.WriteLine(
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$"single-jump pos=({result.Position.X:F3},{result.Position.Y:F3},{result.Position.Z:F3}) "
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+ $"hit={result.CollisionNormalValid} "
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+ $"normal=({result.CollisionNormal.X:F3},{result.CollisionNormal.Y:F3},{result.CollisionNormal.Z:F3})");
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Assert.True(result.CollisionNormalValid,
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"A single large-tick jump through the door's BSP slab must still "
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+ "report a collision, matching the 30-tick sweep's finding. If "
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+ "this fails, candidate (a) (the sweep misses large single-tick "
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+ "deltas) is CONFIRMED against real wall geometry.");
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Assert.True(result.Position.Y < 12.0f,
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$"Sphere should stop before the door's front face (Y ≈ 11.99) even "
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+ $"on a single large-tick jump; got Y={result.Position.Y:F3}");
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}
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/// <summary>
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/// 50 cm off-center: the small Sphere shape (r=0.10) can't catch
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/// this, but the BSP slab (1.9 m wide) MUST. This is the live
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@ -0,0 +1,228 @@
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using System;
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using System.Numerics;
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using AcDream.Core.Physics;
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using Xunit;
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using Xunit.Abstractions;
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using Plane = System.Numerics.Plane;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// Campaign P Slice P3 item 4 (#165): diagnosis-only fixtures discriminating
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/// the three candidate mechanisms the research doc
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/// (<c>docs/research/2026-07-29-remote-and-world-specials-pseudocode.md</c>
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/// §2.4) lists for "remote entities penetrate walls before stopping":
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/// <list type="bullet">
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/// <item>(a) the <c>InterpolationManager</c> unclamped stall-fail "tail
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/// delta" snap (<c>node_fail_counter > 3</c>) commits a position on
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/// the far side of / inside a wall in one tick, and the SAME tick's
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/// <c>ResolveWithTransition</c> sweep fails to catch the crossing for a
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/// large single-tick delta;</item>
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/// <item>(b) a one-frame skip of the sweep entirely
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/// (<c>RuntimeRemotePhysicsUpdater.cs</c> gates the whole resolve on
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/// <c>rm.CellId != 0 && LandblockCount > 0</c>) reachable on
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/// some tick other than first-spawn;</item>
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/// <item>(c) render/interpolation presentation lag on the App side —
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/// out of Core/Runtime scope, not addressed here.</item>
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/// </list>
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///
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/// <para>
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/// No live client, no dat dependency — every fixture here is synthetic
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/// geometry driven directly through <see cref="PhysicsEngine.ResolveWithTransition"/>,
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/// matching the existing <see cref="SphereCollisionFamilyTests"/> /
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/// <see cref="Issue182CrowdJumpTests"/> pattern.
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/// </para>
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/// </summary>
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public class Issue165RemoteWallPenetrationDiagnosticTests
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{
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private readonly ITestOutputHelper _out;
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public Issue165RemoteWallPenetrationDiagnosticTests(ITestOutputHelper output) => _out = output;
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private const uint TestLandblockId = 0xA9D60000u;
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private const uint TestCellId = TestLandblockId | 0x0001u;
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private const float SphereRadius = 0.48f;
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private const float SphereHeight = 1.835f;
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private const float StepUpHeight = 0.4f;
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private const float StepDownHeight = 0.4f;
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/// <summary>
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/// Candidate (a) discriminator: mirrors
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/// <see cref="SphereCollisionFamilyTests.GroundedSingleCreature_HeadOnPush_BlocksWithoutPenetration"/>
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/// (30 small 0.08 m steps reaching a creature sphere at Y=11.5, surface
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/// contact Y≈10.54) but replaces the 30-tick approach with ONE resolve
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/// call spanning the ENTIRE distance in a single tick — exactly what an
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/// <c>InterpolationManager</c> unclamped tail-delta snap (the full
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/// remaining distance to the queue's tail node, no speed cap) would hand
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/// <c>ResolveWithTransition</c> as its <c>targetPos</c> argument.
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/// </summary>
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[Fact]
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public void SingleLargeTickJumpThroughObstacle_IsStillBlockedAtSurface()
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{
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var engine = BuildEngine();
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RegisterCreatureSphere(engine, 0xC0F0u, 12f, 11.5f); // due north, same as the proven 30-tick test
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var body = MakeGroundedBody(new Vector3(12f, 10f, 0f));
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// ONE resolve call for the full 2.4 m the 30-tick test covers in
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// 0.08 m increments — simulating an unclamped stall-fail snap that
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// jumps the remote directly toward (and past) the target node in a
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// single tick, rather than a smoothly interpolated approach.
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Vector3 farTarget = new(12f, 12.4f, 0f);
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var result = engine.ResolveWithTransition(
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body.Position, farTarget, TestCellId,
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SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
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isOnGround: true, body: body,
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moverFlags: ObjectInfoState.EdgeSlide,
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movingEntityId: 0);
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_out.WriteLine(
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$"single-jump result pos=({result.Position.X:F3},{result.Position.Y:F3},{result.Position.Z:F3}) "
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+ $"ok={result.Ok} collisionNormalValid={result.CollisionNormalValid}");
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// If the sweep correctly handles a large single-tick delta, the
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// result is IDENTICAL in kind to the proven 30-tick test: blocked at
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// the sphere surface (Y≈10.54), never past Y=11.02 (the near edge of
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// the creature sphere itself, combinedR=0.96 short of full
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// interpenetration) — NOT at or past the creature's own center
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// (Y=11.5), which would mean the sweep missed the crossing entirely.
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Assert.True(
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result.Position.Y < 10.7f,
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"A single large-tick jump through solid geometry must be blocked "
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+ $"at the surface, matching the small-step case; got Y={result.Position.Y:F3}. "
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+ "If this fails, candidate (a) (the sweep does not catch large "
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+ "single-tick deltas) is CONFIRMED as a contributing #165 mechanism.");
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}
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/// <summary>
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/// Control for the test above: the SAME single large jump, but with NO
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/// obstacle registered — confirms the mover actually reaches the far
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/// target when nothing blocks it (proving the previous test's block is
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/// really the obstacle, not some unrelated large-distance resolve
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/// failure/clamp).
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/// </summary>
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[Fact]
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public void SingleLargeTickJumpWithNoObstacle_ReachesFarTarget()
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{
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var engine = BuildEngine();
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var body = MakeGroundedBody(new Vector3(12f, 10f, 0f));
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Vector3 farTarget = new(12f, 12.4f, 0f);
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var result = engine.ResolveWithTransition(
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body.Position, farTarget, TestCellId,
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SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
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isOnGround: true, body: body,
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moverFlags: ObjectInfoState.EdgeSlide,
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movingEntityId: 0);
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_out.WriteLine($"unobstructed pos=({result.Position.X:F3},{result.Position.Y:F3})");
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Assert.True(
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result.Position.Y > 12.2f,
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$"An unobstructed large single-tick jump must actually complete; got Y={result.Position.Y:F3}");
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}
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/// <summary>
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/// Candidate (a), sharper variant: the unclamped snap can also land the
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/// PRE-INTEGRATE start point already past/inside the obstacle in a
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/// pathological case (e.g. two consecutive stalled ticks). Confirms the
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/// sweep also rejects a targetPos that starts ALREADY behind the
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/// obstacle's near surface relative to the swept segment — i.e. even a
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/// start point inside the creature's overlap zone resolves to a valid,
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/// non-penetrating position rather than silently accepting the
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/// already-tunneled candidate.
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/// </summary>
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[Fact]
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public void SingleLargeTickJumpStartingInsideObstacleOverlap_DoesNotAcceptTunneledCandidate()
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{
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var engine = BuildEngine();
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RegisterCreatureSphere(engine, 0xC0F1u, 12f, 11.5f);
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// Start already 0.3 m PAST the surface contact point (Y=10.84,
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// inside the combined-radius overlap zone starting at Y≈10.54) —
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||||
// simulating a start position an earlier unclamped snap already
|
||||
// over-shot into.
|
||||
var body = MakeGroundedBody(new Vector3(12f, 10.84f, 0f));
|
||||
Vector3 farTarget = new(12f, 13f, 0f);
|
||||
|
||||
var result = engine.ResolveWithTransition(
|
||||
body.Position, farTarget, TestCellId,
|
||||
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
|
||||
isOnGround: true, body: body,
|
||||
moverFlags: ObjectInfoState.EdgeSlide,
|
||||
movingEntityId: 0);
|
||||
|
||||
_out.WriteLine(
|
||||
$"overlap-start result pos=({result.Position.X:F3},{result.Position.Y:F3}) "
|
||||
+ $"input Y=10.84 (already inside the {0.48f + 0.48f:F2} m combined-radius overlap)");
|
||||
|
||||
// Retail's own validate_transition restores curr_pos on a non-clean
|
||||
// step when starting deep inside overlapping spheres (per the
|
||||
// physics digest's #184 DO-NOT-RETRY note) — this is NOT a bug to
|
||||
// chase if the position stays pinned near the start rather than
|
||||
// sailing through to the far target.
|
||||
Assert.True(
|
||||
result.Position.Y < 11.4f,
|
||||
"A candidate that starts inside a solid obstacle's overlap zone must not "
|
||||
+ $"sail through to the far target; got Y={result.Position.Y:F3}");
|
||||
}
|
||||
|
||||
private static PhysicsEngine BuildEngine()
|
||||
{
|
||||
var cache = new PhysicsDataCache();
|
||||
var engine = new PhysicsEngine { DataCache = cache };
|
||||
|
||||
var heights = new byte[81];
|
||||
var heightTable = new float[256]; // all zero → terrain Z = 0
|
||||
engine.AddLandblock(
|
||||
landblockId: TestLandblockId,
|
||||
terrain: new TerrainSurface(heights, heightTable),
|
||||
cells: Array.Empty<CellSurface>(),
|
||||
portals: Array.Empty<PortalPlane>(),
|
||||
worldOffsetX: 0f,
|
||||
worldOffsetY: 0f);
|
||||
|
||||
return engine;
|
||||
}
|
||||
|
||||
private static void RegisterCreatureSphere(
|
||||
PhysicsEngine engine, uint entityId, float x, float y)
|
||||
{
|
||||
engine.ShadowObjects.Register(
|
||||
entityId, gfxObjId: 0u,
|
||||
new Vector3(x, y, SphereRadius), Quaternion.Identity, SphereRadius,
|
||||
worldOffsetX: 0f, worldOffsetY: 0f, landblockId: TestLandblockId,
|
||||
collisionType: ShadowCollisionType.Sphere,
|
||||
cylHeight: 0f, scale: 1f,
|
||||
state: 0u,
|
||||
flags: EntityCollisionFlags.IsCreature,
|
||||
isStatic: false);
|
||||
}
|
||||
|
||||
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 = TestCellId,
|
||||
WalkablePolygonValid = true,
|
||||
WalkablePlane = floorPlane,
|
||||
WalkableVertices = floorVerts,
|
||||
WalkableUp = Vector3.UnitZ,
|
||||
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
|
||||
};
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue