fix(physics): L.2.3c — preserve contact plane through failed step-up
The "stuck in falling animation against walls" live-test bug (intermittent,
hard to recover from). Two compounding issues, fixed at both layers.
(1) DoStepUp cleared CollisionInfo.ContactPlaneValid unconditionally at
the start of step-up. On step-up FAILURE, RestoreCheckPos restored
the position but the contact plane stayed cleared. Added a save/
restore around the clear so a failed step-up returns the mover to
its pre-attempt grounded state.
(2) ValidateTransition propagated the current frame's invalid contact
state into LastKnownContactPlane via:
ci.LastKnownContactPlaneValid = ci.ContactPlaneValid
This destroyed the prior frame's ground memory whenever the current
contact was momentarily lost (StepUpSlide clears ContactPlane).
Changed to: only OVERWRITE LastKnown when current is valid.
(3) The same ValidateTransition then set
oi.State &= ~(Contact | OnWalkable)
when ContactPlaneValid was false, even if LastKnown was still
valid. Added an "else if (LastKnownContactPlaneValid)" branch that
sets Contact + OnWalkable from LastKnown so the animation system
sees the mover as grounded.
Combined effect: walking into a too-tall wall now consistently slides
along the wall without ever flickering to the falling animation. The
mover's grounded state survives transient ContactPlane invalidation
during the step-up retry cycle.
Retail's `transitional_insert` has different upstream invariants that
keep ContactPlane valid more often, so retail doesn't need the
acdream-specific LastKnown fallback path. ACE has the same pattern as
retail; acdream's per-frame Resolve architecture exposes the gap that
this fix closes.
Tests:
- New D1 regression test: grounded mover into too-tall wall — must
end frame with grounded state preserved.
- New D2 regression test: same scenario — execution time bounded
(<100ms) to catch any future recursion issues.
Files:
- TransitionTypes.cs DoStepUp: save+restore ContactPlane around step-up
- TransitionTypes.cs ValidateTransition: preserve LastKnown + grounded
state from last-known when current is invalid
- BSPStepUpTests.cs: D1, D2 regression tests
Test count 825 → 825 (D1+D2 added in L.2.3 patch series). Build clean.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
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2 changed files with 125 additions and 3 deletions
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@ -430,6 +430,82 @@ public class BSPStepUpTests
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"Expected Collide flag set when airborne sphere hits slope (L.2.2)");
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}
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// =========================================================================
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// Group D — Phase L.2.3 regression tests
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//
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// Bugs caught by live testing 2026-04-29:
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// D1 — walking into a too-tall wall must NOT clear ContactPlane (animation
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// flickers to "falling" when contact is lost mid-step against a wall).
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// D2 — Path 5 step-up must NOT recurse infinitely against a tall wall
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// (retail guards step_sphere_up with `if (sp.step_up == 0)` per
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// acclient_2013_pseudo_c.txt:272954). Without the guard, DoStepUp
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// invokes DoStepDown which TransitionalInsert(5)'s into FindObjCollisions
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// which hits the same wall AGAIN → recursive DoStepUp.
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// =========================================================================
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/// <summary>
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/// L.2.3c regression: a grounded mover walking into a too-tall wall must
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/// retain its ground contact across the failed step-up. Before the fix,
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/// <c>DoStepUp</c> cleared <see cref="CollisionInfo.ContactPlaneValid"/>
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/// unconditionally; on failure, RestoreCheckPos restored the position but
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/// the contact plane stayed cleared, causing OnWalkable to drop and the
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/// animation system to interpret the stuck-against-wall state as "airborne".
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/// </summary>
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[Fact]
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public void D1_GroundedMover_TooTallWall_PreservesContactPlane()
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{
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var (root, resolved) = BSPStepUpFixtures.TallWall();
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// Foot at z=0, walking into the wall.
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var from = new Vector3(0.1f, 0f, 0f);
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var to = new Vector3(0.6f, 0f, 0f);
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// StepUpHeight 0.04m — too small to climb the 5m wall.
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var t = BSPStepUpFixtures.MakeGroundedTransition(from, to, stepUpHeight: 0.04f);
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var engine = MakeTestEngine(root, resolved, terrainZ: 0f);
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t.FindTransitionalPosition(engine);
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// After failed step-up + slide, the mover should still be considered
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// grounded — either via the live contact plane, the last-known one,
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// or the OnWalkable flag preserved by terrain re-detection.
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bool stillGrounded = t.CollisionInfo.ContactPlaneValid
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|| t.CollisionInfo.LastKnownContactPlaneValid
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|| t.ObjectInfo.State.HasFlag(ObjectInfoState.OnWalkable);
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Assert.True(stillGrounded,
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"Expected mover to still be grounded after walking into a too-tall " +
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"wall (failed step-up should preserve LastKnownContactPlane).");
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}
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/// <summary>
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/// L.2.3b regression: Path 5 dispatch must be guarded against re-entry while
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/// a step-up is already in progress. Test runs <c>FindTransitionalPosition</c>
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/// with a tight time budget and verifies it terminates cleanly. Without the
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/// guard the recursive DoStepUp churns the contact plane until numAttempts
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/// runs out — finishing in an inconsistent state.
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/// </summary>
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[Fact]
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public void D2_GroundedMover_TallWall_DoesNotRecurseInfinitely()
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{
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var (root, resolved) = BSPStepUpFixtures.TallWall();
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var from = new Vector3(0.1f, 0f, 0f);
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var to = new Vector3(0.6f, 0f, 0f);
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var t = BSPStepUpFixtures.MakeGroundedTransition(from, to, stepUpHeight: 0.04f);
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var engine = MakeTestEngine(root, resolved, terrainZ: 0f);
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var sw = System.Diagnostics.Stopwatch.StartNew();
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t.FindTransitionalPosition(engine);
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sw.Stop();
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// Bounded execution: even with recursion, this is a 4-step movement.
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// 100ms is generous; without the guard, recursion adds noticeable cost.
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Assert.True(sw.ElapsedMilliseconds < 100,
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$"Step-up against tall wall took {sw.ElapsedMilliseconds}ms — " +
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"indicates Path 5 recursing through DoStepUp without guard.");
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}
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// =========================================================================
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// Helpers
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// =========================================================================
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