fix(physics): TS-46 - seed the sweep from the Setup's own sphere list
Campaign P Slice P3 item 1. Retail CPhysicsObj::transition (0x00512dc0) seeds the collision sweep from CPartArray::GetSphere (the Setup's own <=2-sphere list, each origin+radius scaled by m_scale) via SPHEREPATH::init_sphere (0x0050c670) -- not from a symmetric two-scalar (radius, height) capsule reconstruction. The human Setup 0x02000001's authored spheres are (0,0,0.475) r=.48 and (0,0,1.350) r=.48; the old reconstruction from (0.48, 1.835) produced (0,0,0.48) + (0,0,1.355), a 5 mm head-center offset the TS-46 register row documented as a residual. Port: - SpherePath.InitPath gains a sphere-list overload (ImmutableArray< FlatCollisionSphere>, scale) sharing a new InitPathCore with the existing (radius, height) overload, which is now the degenerate 2-scalar case of the same code -- byte-for-byte unchanged, so every captured-fixture replay (CellarUpTrajectoryReplayTests, DoorBugTrajectoryReplayTests, CellarLipWedgeTests) keeps passing unmodified. - PhysicsEngine.ResolveWithTransition gains optional sphereList/ sphereScale parameters; empty/default preserves the legacy scalar path for every pre-existing caller. - LiveEntityMotionRuntimeController.GetSetupMoverShape is a new sibling of GetSetupCylinder (left untouched) that resolves the Setup's own sphere list plus Setup-derived step-up/step-down (CPartArray::GetStepUpHeight/GetStepDownHeight, 0x005180d0/0x005180f0, x ObjScale, 0.4 m fallback matching the pre-existing literal). - Threaded through PlayerMovementController (both resolve call sites, new SphereList property set by PlayerModeController.ApplyStepHeights and the Headless world projection), RuntimeRemotePhysicsUpdater (Tick + TickHidden), and RuntimeOrdinaryPhysicsUpdater.TryBegin. Remote/ordinary step heights are now Setup-derived instead of a hardcoded 0.4f literal. Projectile and camera-probe sweeps are untouched (already single-sphere-exact). - PlayerModeController.ApplyStepHeights also now applies the x ObjScale multiply to the player's own step heights (previously only the remote/ordinary paths did), closing an adjacent gap the P3 research flagged. Ts46SphereListConformanceTests proves the sphere-list overload sees the exact dat spheres (not the reconstruction), that the scalar overload is unchanged, and that ResolveWithTransition's sphereList parameter actually drives the sweep (a decoy-scalar control pair using a head-height obstacle sphere). Register: TS-46 retired (both residuals it named are closed); header count corrected to 40 active TS rows. dotnet build + dotnet test (Core.Tests 3991/2 skip, Runtime.Tests 425/0, App.Tests 3968/3 skip, complete solution build) all green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
3dc10accb0
commit
dae5b1ea68
21 changed files with 648 additions and 50 deletions
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@ -481,7 +481,8 @@ internal sealed class LivePresentationCompositionPhase
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static value => value.Dispose());
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var ordinaryPhysicsUpdater = new LiveEntityOrdinaryPhysicsUpdater(
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d.EntityObjects.Physics,
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d.MotionBindings.GetSetupCylinder);
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d.MotionBindings.GetSetupCylinder,
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d.MotionBindings.GetSetupMoverShape);
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var animationScheduler = new LiveEntityAnimationScheduler(
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liveEntities,
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d.PlayerIdentity,
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@ -1,3 +1,5 @@
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using System.Collections.Immutable;
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using System.Linq;
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using System.Numerics;
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using AcDream.App.Interaction;
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using AcDream.App.Net;
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@ -370,7 +372,7 @@ internal sealed class PlayerModeController :
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+ $"run={_skills.RunSkill} jump={_skills.JumpSkill}");
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}
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ApplyStepHeights(controller, playerEntity);
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ApplyStepHeights(controller, playerEntity, playerGuid);
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uint initialCellId = ResolveInitialCell(playerGuid, playerEntity);
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Action? drainPriorAnimationQueue = null;
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@ -532,7 +534,8 @@ internal sealed class PlayerModeController :
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private void ApplyStepHeights(
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PlayerMovementController controller,
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WorldEntity playerEntity)
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WorldEntity playerEntity,
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uint playerGuid)
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{
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if ((playerEntity.SourceGfxObjOrSetupId & 0xFF000000u) == 0x02000000u)
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{
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@ -544,22 +547,48 @@ internal sealed class PlayerModeController :
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_collisionAssets.CacheSetup(
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playerEntity.SourceGfxObjOrSetupId,
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setup);
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// TS-46 (2026-07-30): CPartArray::GetStepUpHeight/GetStepDownHeight
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// (0x005180d0/0x005180f0) return setup->step_up_height * this->scale
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// — apply the same ObjScale multiply the remote/ordinary paths now
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// use (LiveEntityMotionRuntimeController.GetSetupMoverShape), for
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// parity on a non-1.0-scale player (a rare but real case — e.g. a
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// disguise/size-changing effect). Human ObjScale is 1.0 in the
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// overwhelming common case, so this is a no-op there.
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float scale =
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_liveEntities.Snapshots.TryGetValue(playerGuid, out var sp)
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&& sp.ObjScale is { } objScale && objScale > 0f
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? objScale
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: (playerEntity.Scale > 0f ? playerEntity.Scale : 1f);
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controller.StepUpHeight = setup is { StepUpHeight: > 0f }
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? setup.StepUpHeight
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? setup.StepUpHeight * scale
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: 0.4f;
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controller.StepDownHeight = setup is { StepDownHeight: > 0f }
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? setup.StepDownHeight
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? setup.StepDownHeight * scale
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: 0.4f;
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// TS-46 (2026-07-30): the Setup's own ≤2-sphere list, verbatim —
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// retail CPhysicsObj::transition (0x00512dc0) seeds the sweep
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// from CPartArray::GetSphere, not a (radius, height) capsule
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// reconstruction. Empty (no Setup, or a Setup with no sphere
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// rows) leaves SphereList at its default empty value, which
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// ResolveWithTransition treats as "use the legacy scalar
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// reconstruction."
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controller.SphereList = setup?.Spheres is { Count: > 0 } spheres
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? spheres
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.Select(s => new FlatCollisionSphere(s.Origin, s.Radius))
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.ToImmutableArray()
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: ImmutableArray<FlatCollisionSphere>.Empty;
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Console.WriteLine(
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$"physics: player step heights — StepUp={controller.StepUpHeight:F3} m "
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+ $"(Setup.StepUpHeight={(setup?.StepUpHeight ?? 0f):F3}), "
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+ $"StepDown={controller.StepDownHeight:F3} m "
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+ $"(Setup.StepDownHeight={(setup?.StepDownHeight ?? 0f):F3})");
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+ $"(Setup.StepDownHeight={(setup?.StepDownHeight ?? 0f):F3}), "
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+ $"Spheres={controller.SphereList.Length}");
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return;
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}
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controller.StepUpHeight = 0.4f;
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controller.StepDownHeight = 0.4f;
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controller.SphereList = ImmutableArray<FlatCollisionSphere>.Empty;
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Console.WriteLine(
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"physics: player step heights — defaulting to 0.4 m (no setup dat)");
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}
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@ -1,6 +1,8 @@
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using System.Collections.Immutable;
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using AcDream.App.Physics;
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using AcDream.App.Rendering;
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using AcDream.Core.Net;
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using AcDream.Core.Physics;
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using AcDream.Core.Physics.Motion;
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using AcDream.Core.World;
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@ -14,6 +16,11 @@ namespace AcDream.App.Physics;
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internal interface ILiveEntityMotionRuntimeBindings
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{
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(float Radius, float Height) GetSetupCylinder(uint serverGuid, WorldEntity entity);
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/// <summary>TS-46 sibling of <see cref="GetSetupCylinder"/> — see
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/// <c>LiveEntityMotionRuntimeController.GetSetupMoverShape</c>.</summary>
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(ImmutableArray<FlatCollisionSphere> Spheres, float Scale, float StepUpHeight, float StepDownHeight)
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GetSetupMoverShape(uint serverGuid, WorldEntity entity);
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bool RouteServerMoveTo(
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MovementManager movement,
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uint cellId,
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@ -59,6 +66,10 @@ internal sealed class DeferredLiveEntityMotionRuntimeBindings
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uint serverGuid,
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WorldEntity entity) => Target.GetSetupCylinder(serverGuid, entity);
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public (ImmutableArray<FlatCollisionSphere> Spheres, float Scale, float StepUpHeight, float StepDownHeight)
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GetSetupMoverShape(uint serverGuid, WorldEntity entity) =>
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Target.GetSetupMoverShape(serverGuid, entity);
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public bool RouteServerMoveTo(
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MovementManager movement,
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uint cellId,
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@ -1,3 +1,4 @@
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using System.Collections.Immutable;
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using AcDream.App.Interaction;
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using AcDream.App.Rendering;
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using AcDream.App.World;
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@ -283,6 +284,45 @@ internal sealed class LiveEntityMotionRuntimeController
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return (setup.Radius * scale, setup.Height * scale);
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}
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/// <summary>
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/// TS-46 (2026-07-30) sibling of <see cref="GetSetupCylinder"/>: the
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/// Setup's own ≤2-sphere list (retail <c>CPhysicsObj::transition</c>
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/// 0x00512dc0 → <c>SPHEREPATH::init_sphere</c> 0x0050c670) plus
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/// Setup-derived step-up/step-down (<c>CPartArray::GetStepUpHeight</c>/
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/// <c>GetStepDownHeight</c>, 0x005180d0/0x005180f0 — both scaled by the
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/// object's own ObjScale, matching the existing 0.4 m literal fallback
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/// the remote/ordinary callers already carried). <see cref="GetSetupCylinder"/>
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/// is deliberately UNTOUCHED — its callers want the single-radius/height
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/// CYLINDER for sticky/moveto math, not the collision sweep shape.
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/// Returns an empty sphere list (and the 0.4 m fallbacks) when the
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/// entity has no resolvable/prepared Setup, or when the Setup carries no
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/// sphere rows — <see cref="PhysicsEngine.ResolveWithTransition"/>'s
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/// <c>sphereList</c> parameter treats empty as "use the legacy
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/// two-scalar reconstruction", so this degrades gracefully rather than
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/// degenerating the sweep.
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/// </summary>
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public (ImmutableArray<FlatCollisionSphere> Spheres, float Scale, float StepUpHeight, float StepDownHeight)
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GetSetupMoverShape(uint serverGuid, AcDream.Core.World.WorldEntity entity)
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{
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FlatSetupCollision? setup =
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_physicsDataCache.GetFlatSetup(entity.SourceGfxObjOrSetupId);
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if (setup is null)
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return (ImmutableArray<FlatCollisionSphere>.Empty, 1f, 0.4f, 0.4f);
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// Same scale resolution as GetSetupCylinder (see its own comment):
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// the spawn record's ObjScale is authoritative for live spawns; a
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// non-spawn entity (scenery) falls back to WorldEntity.Scale.
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float scale =
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_liveEntities.Snapshots.TryGetValue(serverGuid, out var sp)
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&& sp.ObjScale is { } objScale && objScale > 0f
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? objScale
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: (entity.Scale > 0f ? entity.Scale : 1f);
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float stepUp = setup.StepUpHeight > 0f ? setup.StepUpHeight * scale : 0.4f;
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float stepDown = setup.StepDownHeight > 0f ? setup.StepDownHeight * scale : 0.4f;
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return (setup.Spheres, scale, stepUp, stepDown);
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}
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// #184 Slice 2a: ApplyPositionManagerDelta + SyncRemoteShadowToBody moved to
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// AcDream.App.Physics.RemotePhysicsUpdater. ApplyPositionManagerDelta had no
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// caller outside the DR tick; SyncRemoteShadowToBody is now called back via
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@ -1,3 +1,4 @@
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using System.Collections.Immutable;
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using AcDream.App.World;
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using AcDream.Core.Physics;
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using AcDream.Core.Physics.Motion;
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@ -17,15 +18,23 @@ internal sealed class LiveEntityOrdinaryPhysicsUpdater
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private readonly RuntimeOrdinaryPhysicsUpdater _runtime;
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private readonly Func<uint, WorldEntity, (float Radius, float Height)>
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_getSetupCylinder;
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private readonly Func<uint, WorldEntity,
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(ImmutableArray<FlatCollisionSphere> Spheres, float Scale, float StepUpHeight, float StepDownHeight)>
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_getSetupMoverShape;
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public LiveEntityOrdinaryPhysicsUpdater(
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RuntimePhysicsState physics,
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Func<uint, WorldEntity, (float Radius, float Height)> getSetupCylinder)
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Func<uint, WorldEntity, (float Radius, float Height)> getSetupCylinder,
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Func<uint, WorldEntity,
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(ImmutableArray<FlatCollisionSphere> Spheres, float Scale, float StepUpHeight, float StepDownHeight)>
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getSetupMoverShape)
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{
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_runtime = new RuntimeOrdinaryPhysicsUpdater(
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physics ?? throw new ArgumentNullException(nameof(physics)));
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_getSetupCylinder = getSetupCylinder
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?? throw new ArgumentNullException(nameof(getSetupCylinder));
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_getSetupMoverShape = getSetupMoverShape
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?? throw new ArgumentNullException(nameof(getSetupMoverShape));
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}
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public bool Tick(
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@ -49,6 +58,7 @@ internal sealed class LiveEntityOrdinaryPhysicsUpdater
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if (record.PhysicsBody is not { } body)
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return false;
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var (radius, height) = _getSetupCylinder(record.ServerGuid, entity);
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var shape = _getSetupMoverShape(record.ServerGuid, entity);
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bool ExternalOwnerValid() =>
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IsCurrent(
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runtime,
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@ -68,7 +78,11 @@ internal sealed class LiveEntityOrdinaryPhysicsUpdater
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sequencer,
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captureAnimationHooks,
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ExternalOwnerValid,
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out RuntimeOrdinaryPhysicsCommit commit))
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out RuntimeOrdinaryPhysicsCommit commit,
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sphereList: shape.Spheres,
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sphereScale: shape.Scale,
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stepUpHeight: shape.StepUpHeight,
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stepDownHeight: shape.StepDownHeight))
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{
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return false;
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}
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@ -1,3 +1,4 @@
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using System.Collections.Immutable;
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using System.Numerics;
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using AcDream.App.Rendering;
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using AcDream.App.World;
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@ -18,6 +19,9 @@ internal sealed class RemotePhysicsUpdater
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private readonly RuntimeRemotePhysicsUpdater _runtime;
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private readonly Func<uint, WorldEntity, (float Radius, float Height)>
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_getSetupCylinder;
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private readonly Func<uint, WorldEntity,
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(ImmutableArray<FlatCollisionSphere> Spheres, float Scale, float StepUpHeight, float StepDownHeight)>
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_getSetupMoverShape;
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private readonly Action<uint, LiveEntityAnimationState, RemoteMotion, Vector3>
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_applyServerControlledVelocityCycle;
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private readonly List<LiveEntityRecord> _spatialRemoteSnapshot = new();
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@ -25,6 +29,9 @@ internal sealed class RemotePhysicsUpdater
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internal RemotePhysicsUpdater(
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RuntimePhysicsState physics,
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Func<uint, WorldEntity, (float Radius, float Height)> getSetupCylinder,
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Func<uint, WorldEntity,
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(ImmutableArray<FlatCollisionSphere> Spheres, float Scale, float StepUpHeight, float StepDownHeight)>
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getSetupMoverShape,
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Action<uint, LiveEntityAnimationState, RemoteMotion, Vector3>
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applyServerControlledVelocityCycle)
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{
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physics ?? throw new ArgumentNullException(nameof(physics)));
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_getSetupCylinder = getSetupCylinder
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?? throw new ArgumentNullException(nameof(getSetupCylinder));
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_getSetupMoverShape = getSetupMoverShape
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?? throw new ArgumentNullException(nameof(getSetupMoverShape));
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_applyServerControlledVelocityCycle =
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applyServerControlledVelocityCycle
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?? throw new ArgumentNullException(
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@ -189,6 +198,7 @@ internal sealed class RemotePhysicsUpdater
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ownerClockEpoch);
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var (radius, height) =
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_getSetupCylinder(ownerRecord.ServerGuid, entity);
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var shape = _getSetupMoverShape(ownerRecord.ServerGuid, entity);
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Action<Vector3>? staleCycle =
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animationForVelocityCycle is null
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? null
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@ -221,7 +231,11 @@ internal sealed class RemotePhysicsUpdater
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entity.Rotation = snapshot.Orientation;
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return OwnerValid();
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},
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OwnerValid);
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OwnerValid,
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sphereList: shape.Spheres,
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sphereScale: shape.Scale,
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stepUpHeight: shape.StepUpHeight,
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stepDownHeight: shape.StepDownHeight);
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}
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public bool TickHidden(
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@ -251,6 +265,7 @@ internal sealed class RemotePhysicsUpdater
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ownerClockEpoch);
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var (radius, height) =
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_getSetupCylinder(ownerRecord.ServerGuid, entity);
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var shape = _getSetupMoverShape(ownerRecord.ServerGuid, entity);
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return _runtime.TickHidden(
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ownerRecord.Canonical,
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remote,
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@ -270,7 +285,11 @@ internal sealed class RemotePhysicsUpdater
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entity.Rotation = snapshot.Orientation;
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return OwnerValid();
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},
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OwnerValid);
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OwnerValid,
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sphereList: shape.Spheres,
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sphereScale: shape.Scale,
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stepUpHeight: shape.StepUpHeight,
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stepDownHeight: shape.StepDownHeight);
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}
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public void SyncRemoteShadowToBody(
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@ -652,6 +652,7 @@ public sealed class GameWindow :
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_remotePhysicsUpdater = new AcDream.App.Physics.RemotePhysicsUpdater(
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_runtimeEntityObjects.Physics,
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_liveEntityMotionBindings.GetSetupCylinder,
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_liveEntityMotionBindings.GetSetupMoverShape,
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AcDream.App.Physics.RemoteServerControlledVelocityCycle.Apply);
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_remoteInboundMotion = new AcDream.App.Physics.RemoteInboundMotionDispatcher(
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(movement, cellId, update) =>
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