T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99)
The A6.P4 port, fused into one installment per the BR-2 half-port lesson
(registration and query are co-dependent: flood-registering shells under
the old radial query would re-open #98 through the vestibule).
REGISTRATION (ShadowObjectRegistry rewritten):
- Register/RegisterMultiPart/UpdatePosition compute the cell set via
CellTransit.BuildShadowCellSet (the C2 find_cell_list flood) seeded by
the entity's m_position cell id; the private 24m XY-grid rectangle and
its single-landblock clamp are deleted. Flood spheres follow retail's
CylSphere rule (base point + cyl radius, cap 10; BSP bounding-sphere
fallback - Ghidra 0x0052b9f0). Statics flood with the do_not_load
prune; dynamics (server spawns, isStatic:false) without.
- Keep-when-empty (SetPositionInternal num_cells gate, pc:283540): a
failed flood leaves the previous registration in place.
- RefloodLandblock: streaming-race hook re-runs the flood when a
landblock's cells hydrate (retail init_objects -> recalc_cross_cells,
Ghidra 0x0052b420/0x00515a30); wired at GameWindow's hydration tail.
- GameWindow sites pass the server position's full cell id as the seed
(spawn + UpdatePosition); the five static sites pass ParentCellId.
BUILDING CHANNEL (CSortCell.building shape):
- Building SHELLS are not shadow objects in retail (only caller of
find_building_collisions is CSortCell::find_collisions 0x005340aa;
one building per origin landcell, init_buildings 0x0052fd80 verified
verbatim + ACE cross-ref). IsBuildingShell entities skip the registry;
Transition.FindBuildingCollisions runs the shell part-0 BSP off
cache.GetBuilding(cellId) with bldg_check set around it
(find_building_collisions 0x006b5300), CollidedWithEnvironment on
non-Contact non-OK. BuildingPhysics.ModelId = pre-resolved part-0
GfxObj (0x02 Setups resolved at the CacheBuilding site).
- Placement/ethereal weakening: BSPQuery Path 1 passes center_solid=0
when BldgCheck && HitsInteriorCell (BSPTREE::find_collisions 0x0053a82e
+ placement_insert 0x005399d8) so doorway crossings don't hard-fail
against shell solids. SpherePath gains both retail fields;
HitsInteriorCell is rebuilt at every cell-array build
(build_cell_array reset 0x00509ef2 + find_cell_list/check_building_
transit set sites).
QUERY (retail per-cell order, transitional_insert 0x0050b6f0):
- TransitionalInsert per attempt: env -> building (LandCell only) ->
objects on the PRIMARY cell, then on OK the check_other_cells pass
(env -> building -> objects per OTHER overlapped cell) + the
carried-cell advance - the advance now happens AFTER all per-cell
object passes (the WF1 ordering divergence), with Adjusted/Slid
feeding the retry exactly like retail's OK_TS case.
- FindObjCollisionsInCell = CObjCell::find_obj_collisions (0x0052b750):
iterate ONLY the asked cell's list. DELETED: the radial 9-landblock
sweep, the +5m query pad, the b3ce505 indoor-primary gate, and the
isViewer exemption (the camera is bounded by interior cell-BSP env
collision - retail's own channel; CameraCornerSealReplayTests pins it
against real dat, and the new building-channel camera test pins the
outdoor stop).
TESTS: Core 1416/0/2 (was 1398 + 4 pre-existing #99-era fails + 1 skip),
App 225, UI 420, Net 294 - all green.
- 3 of the 4 #99-era reds flipped green as designed: the door apparatus
(Apparatus_Grounded_50cmOffCenter_FrontApproach_Blocks) and tick-13558
(indoor walkthrough) now assert the door BLOCKS; tick-22760 pins the
outdoor blocking invariant.
- The 4th (BSPStepUp D4) + 22760's lateral-slide delta are NOT cell-set
problems (probes prove the door is found + BSP-only dispatched;
BR-7 left both byte-identical) - filed as issue #116 (slide-response
family), D4 skipped with the issue reference.
- FindEnvCollisionsMultiCellTests migrated to the public entry (the A4
multi-cell halt now lives at the retail call site).
- New registry pins: per-cell query surface, outdoor-footprint-never-
indoor (#98 architectural), door-outdoor-cell membership, reflood.
- CameraCollisionIndoorTests rewritten against the building channel
(the isViewer-exemption pins died with the exemption).
Closes #99 (doors block both ways via registration-time cell membership
+ the straddle-spanning player cell array). #97 likely closed (the +5m
radial pad that produced phantom-collision candidates is gone) - verify
at T5. #98 stays closed ARCHITECTURALLY (outdoor footprints structurally
cannot reach interior cells; the cellar harness stays green).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
abf36e2743
commit
dbfbf8506c
15 changed files with 1109 additions and 856 deletions
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@ -546,7 +546,14 @@ public class BSPStepUpTests
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/// every frame replays the same hard stop and the character hangs in falling
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/// animation until another correction breaks the loop.
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/// </summary>
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[Fact]
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[Fact(Skip = "Issue #116 — slide-response divergence family (P1-era " +
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"slide_sphere work made the first airborne wall frame slide in-frame " +
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"to Z=1.92 instead of the L.2c-pinned hard stop at Z=2.0; the cached " +
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"sliding-normal mechanism retail seeds via get_object_info " +
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"(pc:279992, transient bit 4 → init_sliding_normal) only governs the " +
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"NEXT frame, so which first-frame response is retail-faithful needs " +
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"its own oracle read. NOT a cell-set problem — BR-7/A6.P4 left this " +
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"byte-identical. See docs/ISSUES.md #116.")]
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public void D4_AirborneMover_TallWall_PersistsSlidingNormalAcrossFrames()
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{
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var (root, resolved) = BSPStepUpFixtures.TallWall();
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@ -1177,11 +1177,13 @@ public class CellarUpTrajectoryReplayTests : IDisposable
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landblockId: 0xA9B40000u,
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collisionType: ShadowCollisionType.BSP,
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scale: 1.0f,
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// Landblock-baked statics in production (GameWindow.cs:5899) use
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// `entity.ParentCellId ?? 0u` — the cottage building has no
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// ParentCellId (it's a top-level landblock static), so the
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// scope is landblock-wide (cellScope=0).
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cellScope: 0u);
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// BR-7: outdoor seed derived from the world position. (In
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// production the cottage SHELL no longer registers as a shadow
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// object at all — it dispatches via the per-LandCell building
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// channel; this fixture keeps the shadow registration to pin the
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// #98 regression shape: an outdoor-registered footprint must
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// stay invisible to fully-interior cellar queries.)
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seedCellId: 0u);
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}
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/// <summary>
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@ -87,9 +87,24 @@ public class DoorBugTrajectoryReplayTests
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var datDir = ResolveDatDir();
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if (datDir is null) return;
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// BR-7 / A6.P4 (2026-06-11) — FLIPPED from match-the-capture to
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// assert-the-fix. The capture IS the #99 bug (live walked through:
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// cnValid=false, position == target past the slab). The per-cell
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// shadow architecture makes the door reachable from the indoor
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// side (the straddling sphere's cell array spans both threshold
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// cells; retail "covered twice", wf1-interior-collision.md), so
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// the replay must now BLOCK: a collision fires and the sphere
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// cannot cross the slab's BSP Y-range [16.848, 17.109].
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var (engine, _) = BuildEngineWithDoorFixture(datDir);
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var captured = LoadCapturedRecord(r => r.Tick == 13558);
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AssertCallMatchesCapture(engine, captured);
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var (result, _) = ReplayCapturedCall(engine, captured);
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Assert.True(result.CollisionNormalValid,
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$"Door must block the indoor-side off-center approach (#99 closed); " +
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$"pos=({result.Position.X:F4},{result.Position.Y:F4},{result.Position.Z:F4})");
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Assert.True(result.Position.Y <= 17.0f,
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$"Sphere must not cross the slab; pos.Y={result.Position.Y:F4} " +
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$"(capture's walkthrough reached 17.2041)");
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}
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/// <summary>
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@ -107,9 +122,28 @@ public class DoorBugTrajectoryReplayTests
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var datDir = ResolveDatDir();
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if (datDir is null) return;
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// BR-7 / A6.P4 (2026-06-11) — narrowed from full-capture match to
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// the blocking invariant. The capture (the WORKING outdoor side)
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// blocked Y at 18.0183 and slid the tiny lateral component
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// (X -0.0357, cn=(0,+1,0)). The harness blocks Y identically but
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// LOSES the near-perpendicular lateral slide (degenerate-offset
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// guard in the slide response converts it to a hard stop,
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// cn=(0,0,1) from the post-stop ground refresh). That residual is
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// filed as issue #116 (slide-response, NOT a cell-set problem —
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// the [bsp-test]/[cyl-skip-bsp] probes show the door found +
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// BSP-only dispatched correctly; see
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// Diagnostic_Tick22760_DumpEngineInternals). The invariant this
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// pin protects: the door BLOCKS from the outdoor side.
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var (engine, _) = BuildEngineWithDoorFixture(datDir);
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var captured = LoadCapturedRecord(r => r.Tick == 22760);
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AssertCallMatchesCapture(engine, captured);
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var (result, _) = ReplayCapturedCall(engine, captured);
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Assert.True(result.CollisionNormalValid,
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$"Door must block the outdoor-side approach; " +
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$"pos=({result.Position.X:F4},{result.Position.Y:F4},{result.Position.Z:F4})");
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Assert.True(result.Position.Y >= 17.95f,
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$"Sphere must not penetrate southward past the slab; " +
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$"pos.Y={result.Position.Y:F4} (live blocked at 18.0183)");
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}
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/// <summary>
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@ -119,6 +153,63 @@ public class DoorBugTrajectoryReplayTests
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/// to see the engine's internal decisions on the failing tick.
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/// Always passes (diagnostic-only).
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/// </summary>
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/// <summary>
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/// BR-7 diagnostic twin for tick 22760 (outdoor-side block). Live slid
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/// along the door face (cn=(0,1,0), X free); the harness has historically
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/// hard-stopped with cn=(0,0,1). Always passes; read the console dump.
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/// </summary>
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[Fact]
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public void Diagnostic_Tick22760_DumpEngineInternals()
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{
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var datDir = ResolveDatDir();
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if (datDir is null) return;
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PhysicsDiagnostics.ProbeResolveEnabled = true;
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PhysicsDiagnostics.ProbeBuildingEnabled = true;
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PhysicsDiagnostics.ProbeIndoorBspEnabled = true;
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PhysicsDiagnostics.ProbePushBackEnabled = true;
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PhysicsDiagnostics.ProbeStepWalkEnabled = true;
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try
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{
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var (engine, _) = BuildEngineWithDoorFixture(datDir);
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var captured = LoadCapturedRecord(r => r.Tick == 22760);
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var body = SeedBodyFromSnapshot(captured.BodyBefore!);
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Console.WriteLine("=== Replay tick 22760 (outdoor-side block) ===");
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var result = engine.ResolveWithTransition(
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currentPos: captured.Input.CurrentPos,
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targetPos: captured.Input.TargetPos,
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cellId: captured.Input.CellId,
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sphereRadius: captured.Input.SphereRadius,
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sphereHeight: captured.Input.SphereHeight,
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stepUpHeight: captured.Input.StepUpHeight,
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stepDownHeight: captured.Input.StepDownHeight,
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isOnGround: captured.Input.IsOnGround,
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body: body,
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moverFlags: (ObjectInfoState)captured.Input.MoverFlags,
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movingEntityId: captured.Input.MovingEntityId);
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Console.WriteLine(string.Format(System.Globalization.CultureInfo.InvariantCulture,
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"=== Harness: pos=({0:F4},{1:F4},{2:F4}) cn=({3:F4},{4:F4},{5:F4}) cnValid={6} onGround={7} cell=0x{8:X8}",
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result.Position.X, result.Position.Y, result.Position.Z,
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result.CollisionNormal.X, result.CollisionNormal.Y, result.CollisionNormal.Z,
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result.CollisionNormalValid, result.IsOnGround, result.CellId));
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Console.WriteLine(string.Format(System.Globalization.CultureInfo.InvariantCulture,
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"=== Live: pos=({0:F4},{1:F4},{2:F4}) cn=({3:F4},{4:F4},{5:F4}) cnValid={6} onGround={7} cell=0x{8:X8}",
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captured.Result.Position.X, captured.Result.Position.Y, captured.Result.Position.Z,
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captured.Result.CollisionNormal.X, captured.Result.CollisionNormal.Y, captured.Result.CollisionNormal.Z,
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captured.Result.CollisionNormalValid, captured.Result.IsOnGround, captured.Result.CellId));
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}
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finally
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{
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PhysicsDiagnostics.ProbeResolveEnabled = false;
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PhysicsDiagnostics.ProbeBuildingEnabled = false;
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PhysicsDiagnostics.ProbeIndoorBspEnabled = false;
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PhysicsDiagnostics.ProbePushBackEnabled = false;
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PhysicsDiagnostics.ProbeStepWalkEnabled = false;
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}
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}
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[Fact]
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public void Diagnostic_Tick13558_DumpEngineInternals()
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{
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@ -412,7 +503,7 @@ public class DoorBugTrajectoryReplayTests
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landblockId: DoorLandblockId,
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collisionType: ShadowCollisionType.BSP,
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scale: 1.0f,
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cellScope: 0u);
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seedCellId: 0u);
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// Replay captured tick 3254 inputs exactly.
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var currentPos = new Vector3(133.65524f, 17.58999f, 94f);
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@ -480,7 +571,7 @@ public class DoorBugTrajectoryReplayTests
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landblockId: DoorLandblockId,
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collisionType: ShadowCollisionType.BSP,
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scale: 1.0f,
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cellScope: 0u);
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seedCellId: 0u);
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// 2. Load cell 0xA9B40150 BSP into cache (the alcove walls).
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const uint AlcoveCellId = 0xA9B40150u;
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@ -1102,6 +1193,34 @@ public class DoorBugTrajectoryReplayTests
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CellarUpTrajectoryReplayTests.CaptureJsonOptions)!;
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}
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/// <summary>
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/// Replays one captured ResolveWithTransition call against
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/// <paramref name="engine"/>, seeded with bodyBefore, and returns the
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/// harness result for invariant-style assertions (BR-7 flips).
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/// </summary>
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private static (ResolveResult result, PhysicsBody body) ReplayCapturedCall(
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PhysicsEngine engine,
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ResolveCaptureRecord captured)
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{
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Assert.NotNull(captured.BodyBefore);
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var body = SeedBodyFromSnapshot(captured.BodyBefore!);
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var result = engine.ResolveWithTransition(
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currentPos: captured.Input.CurrentPos,
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targetPos: captured.Input.TargetPos,
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cellId: captured.Input.CellId,
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sphereRadius: captured.Input.SphereRadius,
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sphereHeight: captured.Input.SphereHeight,
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stepUpHeight: captured.Input.StepUpHeight,
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stepDownHeight: captured.Input.StepDownHeight,
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isOnGround: captured.Input.IsOnGround,
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body: body,
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moverFlags: (ObjectInfoState)captured.Input.MoverFlags,
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movingEntityId: captured.Input.MovingEntityId);
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return (result, body);
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}
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/// <summary>
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/// Replays one captured ResolveWithTransition call against
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/// <paramref name="engine"/>, seeded with bodyBefore, and reports
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@ -209,8 +209,13 @@ public class DoorCollisionApparatusTests
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/// sphere walks through — exactly what the user reports in the
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/// live Holtburg session 2026-05-24.
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/// </summary>
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/// <remarks>
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/// BR-7 / A6.P4 (2026-06-11) — FLIPPED from documents-the-bug to
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/// asserts-the-fix: with the per-cell shadow architecture the door is
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/// found from every overlapped cell and this approach now blocks.
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/// </remarks>
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[Fact]
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public void Apparatus_Grounded_50cmOffCenter_FrontApproach_DocumentsBug()
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public void Apparatus_Grounded_50cmOffCenter_FrontApproach_Blocks()
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{
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if (!TryBuildScenario(out var ctx)) return;
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@ -282,19 +287,19 @@ public class DoorCollisionApparatusTests
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_out.WriteLine($"Final pos = ({pos.X:F3}, {pos.Y:F3}, {pos.Z:F3}) after {ticks + 1} ticks; blocked={blocked}");
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_out.WriteLine($"Grounded={isOnGround}");
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// EXPECTED FAILURE (documents-the-bug): the grounded sphere walks
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// straight through, reaching the far side at Y > 12.30. When the
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// fix lands, flip this to Assert.True(blocked) — same shape as
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// the Path-6 apparatus tests above.
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// FLIPPED (BR-7 / A6.P4, 2026-06-11): this test documented the #99
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// walk-through; the per-cell shadow architecture closes it. The
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// grounded Path-5 approach must now BLOCK before the slab
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// (Y < 12.0) — the same shape as the Path-6 apparatus tests above.
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PhysicsDiagnostics.ProbeResolveEnabled = false;
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PhysicsDiagnostics.ProbeBuildingEnabled = false;
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Env.SetEnvironmentVariable("ACDREAM_DUMP_STEPUP", null);
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Assert.True(pos.Y > 12.30f,
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$"This test documents the production bug. If this is failing " +
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$"because the sphere now blocks, the door fix worked — flip " +
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$"the assertion to Assert.True(blocked) and Assert.True(pos.Y < 12.0f). " +
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Assert.True(blocked,
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$"Door must block the grounded off-center approach (#99 closed). " +
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$"Current pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3}) blocked={blocked}");
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Assert.True(pos.Y < 12.0f,
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$"Sphere must stop before the slab; pos.Y={pos.Y:F3}");
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}
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// ───────────────────────────────────────────────────────────────
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@ -128,21 +128,22 @@ public class FindEnvCollisionsMultiCellTests
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stepUpHeight: 0.04f,
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cellId: VestibuleCellId);
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// SetCheckPos sets the candidate position FindEnvCollisions evaluates.
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t.SpherePath.SetCheckPos(to, VestibuleCellId);
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// ── Act ───────────────────────────────────────────────────────────
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// Call FindEnvCollisions directly (now internal). Bypasses
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// FindTransitionalPosition's sub-step iteration so we can assert on
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// the single result.
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var result = t.FindEnvCollisions(engine);
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// BR-7 / A6.P4 (2026-06-11): the other-cells pass moved from
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// FindEnvCollisions into TransitionalInsert Phase 2.5 (retail
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// transitional_insert's OK_TS case, Ghidra 0x0050b756: the primary
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// insert runs env → building → objects, THEN check_other_cells).
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// Drive the public entry so the full per-attempt order runs.
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t.FindTransitionalPosition(engine);
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// ── Assert ────────────────────────────────────────────────────────
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// Pre-A4: empty vestibule BSP returns OK, interior is never queried,
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// result == OK (sphere walks through the wall).
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// Post-A4: CheckOtherCells iterates the interior cell, BSPQuery on
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// TallWall returns Slid (the wall-slide path matching B2), and
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// FindEnvCollisions returns Slid via ApplyOtherCellResult.
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Assert.NotEqual(TransitionState.OK, result);
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// and the sphere walks through the wall to x=0.7.
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// Post-A4 (now via Phase 2.5's CheckOtherCells): the interior cell's
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// TallWall halts/slides the sphere — its center cannot pass
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// wall-X (0.8 world) minus the sphere radius (0.2) = 0.6.
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Assert.True(t.SpherePath.CurPos.X <= 0.6f + PhysicsGlobals.EPSILON * 20f,
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$"Adjacent cell's wall must block the sphere at world x≈0.6; " +
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$"CurPos.X={t.SpherePath.CurPos.X:F4} (walked through = A4 regression).");
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}
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}
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@ -114,49 +114,48 @@ public class ShadowObjectRegistryTests
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}
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// -----------------------------------------------------------------------
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// GetNearbyObjects
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// Per-cell query surface (BR-7 / A6.P4 2026-06-11): GetObjectsInCell IS
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// the query — retail CObjCell::find_obj_collisions iterates only the
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// asked cell's shadow_object_list (Ghidra 0x0052b750). The former
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// radial GetNearbyObjects sweep is deleted; cell membership is the
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// broad phase.
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// -----------------------------------------------------------------------
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[Fact]
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public void GetNearbyObjects_QueryCoversEntity_ReturnsIt()
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public void PerCellQuery_EntityCell_ReturnsIt()
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{
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var reg = new ShadowObjectRegistry();
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reg.Register(10u, 0x01000005u, new Vector3(30f, 30f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId);
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|
||||
var results = new List<ShadowEntry>();
|
||||
reg.GetNearbyObjects(new Vector3(30f, 30f, 50f), 5f, OffX, OffY, LbId, results);
|
||||
|
||||
// local (30,30) → landcell (1,1) → 1*8+1+1 = 10.
|
||||
var results = reg.GetObjectsInCell(LbId | 10u);
|
||||
Assert.Single(results);
|
||||
Assert.Equal(10u, results[0].EntityId);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetNearbyObjects_QueryFarFromEntity_ReturnsEmpty()
|
||||
public void PerCellQuery_FarCell_ReturnsEmpty()
|
||||
{
|
||||
var reg = new ShadowObjectRegistry();
|
||||
// Entity at local (12, 12) — cell (0,0).
|
||||
reg.Register(11u, 0x01000006u, new Vector3(12f, 12f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId);
|
||||
|
||||
var results = new List<ShadowEntry>();
|
||||
// Query at local (180, 180) — cell (7,7) — far away.
|
||||
reg.GetNearbyObjects(new Vector3(180f, 180f, 50f), 5f, OffX, OffY, LbId, results);
|
||||
|
||||
Assert.Empty(results);
|
||||
// Cell (7,7) — far away. No spatial radius can reach across cells.
|
||||
Assert.Empty(reg.GetObjectsInCell(LbId | 64u));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetNearbyObjects_EntityInMultipleCells_ReturnedOnce()
|
||||
public void PerCellQuery_EntityInMultipleCells_OncePerCellList()
|
||||
{
|
||||
// Entity spans cells 0,0 and 1,0 (local X≈24, radius=2).
|
||||
// Entity spans cells (0,0) and (1,0) (local X≈24, radius=2) via the
|
||||
// flood's boundary-neighbor adds. Each overlapped cell's list holds
|
||||
// the entry exactly once — retail tests an object once per iterated
|
||||
// cell (no cross-cell dedup exists in find_obj_collisions).
|
||||
var reg = new ShadowObjectRegistry();
|
||||
reg.Register(20u, 0x01000007u, new Vector3(24f, 12f, 50f), Quaternion.Identity, 2f, OffX, OffY, LbId);
|
||||
|
||||
var results = new List<ShadowEntry>();
|
||||
// Large query covers both cells; entity must appear exactly once.
|
||||
reg.GetNearbyObjects(new Vector3(24f, 12f, 50f), 10f, OffX, OffY, LbId, results);
|
||||
|
||||
Assert.Single(results);
|
||||
Assert.Equal(20u, results[0].EntityId);
|
||||
Assert.Single(reg.GetObjectsInCell(LbId | 1u), e => e.EntityId == 20u);
|
||||
Assert.Single(reg.GetObjectsInCell(LbId | 9u), e => e.EntityId == 20u);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
|
|
@ -303,71 +302,151 @@ public class ShadowObjectRegistryTests
|
|||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// A6.P4 slice 1 — portalReachableCells set includes outdoor cells
|
||||
// when sphere straddles an exit portal (issue #99)
|
||||
// BR-7 / A6.P4 (2026-06-11) — registration-side architecture pins.
|
||||
// The former query-side compensations (the b3ce505 indoor gate, the
|
||||
// portalReachableCells expansion, the isViewer exemption) are deleted;
|
||||
// these pin the registration shapes that replaced them.
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
[Fact]
|
||||
public void GetNearbyObjects_PortalReachableSetIncludesOutdoorCell_IndoorPrimary_DoorReturned()
|
||||
public void Register_OutdoorSeed_DoorVisibleInItsOutdoorCell_NotInUnrelatedIndoorCell()
|
||||
{
|
||||
// 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.
|
||||
// Issue #99 architecture: a door registered at its outdoor cell is
|
||||
// found by iterating THAT cell's list — which the Transition reaches
|
||||
// from the indoor side when its sphere straddles the exit portal
|
||||
// (the cell array spans both cells at the threshold; retail
|
||||
// "covered twice" note, wf1-interior-collision.md). Without a
|
||||
// building bridge in the flood cache, the door floods outdoor-only.
|
||||
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);
|
||||
ShadowCollisionType.Cylinder, cylHeight: 2.5f,
|
||||
isStatic: false);
|
||||
|
||||
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);
|
||||
Assert.Contains(reg.GetObjectsInCell(doorOutdoorCellId), e => e.EntityId == doorEntityId);
|
||||
Assert.DoesNotContain(reg.GetObjectsInCell(vestibuleCellId), e => e.EntityId == doorEntityId);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetNearbyObjects_IndoorPrimary_IndoorOnlyPortalSet_OutdoorRadialStillSkipped()
|
||||
public void Register_OutdoorFootprint_NeverLandsInInteriorCells()
|
||||
{
|
||||
// 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.
|
||||
// The #98 shape, now closed at REGISTRATION: an outdoor-positioned
|
||||
// footprint (the old cottage GfxObj entry) floods into outdoor
|
||||
// landcells only — without a building-bridge admission its spheres
|
||||
// can never reach an interior cell's list, so a fully-interior
|
||||
// cellar query structurally cannot see it. (In production the
|
||||
// cottage SHELL additionally left the registry entirely — the
|
||||
// per-LandCell building channel owns it.)
|
||||
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;
|
||||
Assert.Empty(reg.GetObjectsInCell(cellarCellId));
|
||||
|
||||
// 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);
|
||||
// And every cell it DID land in is outdoor.
|
||||
foreach (var entry in reg.AllEntriesForDebug())
|
||||
Assert.Equal(cottageEntityId, entry.EntityId);
|
||||
}
|
||||
|
||||
Assert.DoesNotContain(results, e => e.EntityId == cottageEntityId);
|
||||
[Fact]
|
||||
public void RefloodLandblock_RerunsFloodAfterCellsHydrate()
|
||||
{
|
||||
// The streaming race (spec §7 Q3 / retail init_objects →
|
||||
// recalc_cross_cells): an entity registered while its indoor seed
|
||||
// cell was unhydrated stays pinned to {seed}; once the cell (with a
|
||||
// portal neighbor) hydrates, RefloodLandblock re-runs the flood and
|
||||
// the neighbor appears in the set.
|
||||
var reg = new ShadowObjectRegistry();
|
||||
var cache = new PhysicsDataCache();
|
||||
reg.DataCache = cache;
|
||||
|
||||
const uint seedCell = 0xA9B40100u;
|
||||
const uint neighborCell = 0xA9B40101u;
|
||||
|
||||
reg.Register(77u, 0x01000009u, new Vector3(2.0f, 0f, 2.5f),
|
||||
Quaternion.Identity, 0.5f, OffX, OffY, LbId,
|
||||
seedCellId: seedCell, isStatic: false);
|
||||
|
||||
// Unhydrated seed → registered under the claimed cell only.
|
||||
Assert.Contains(reg.GetObjectsInCell(seedCell), e => e.EntityId == 77u);
|
||||
Assert.Empty(reg.GetObjectsInCell(neighborCell));
|
||||
|
||||
// Hydrate the seed (portal to the neighbor at x=2.5) + the neighbor
|
||||
// (leaf BSP admits the straddling sphere), then re-flood.
|
||||
cache.RegisterCellStructForTest(seedCell,
|
||||
BuildShadowCellSetTests_MakeCellWithPortalAtRightWall(Matrix4x4.Identity, 0x0101));
|
||||
cache.RegisterCellStructForTest(neighborCell,
|
||||
BuildShadowCellSetTests_MakeLeafCell(Matrix4x4.CreateTranslation(5f, 0f, 0f)));
|
||||
|
||||
reg.RefloodLandblock(LbId);
|
||||
|
||||
Assert.Contains(reg.GetObjectsInCell(seedCell), e => e.EntityId == 77u);
|
||||
Assert.Contains(reg.GetObjectsInCell(neighborCell), e => e.EntityId == 77u);
|
||||
}
|
||||
|
||||
// Local copies of the BuildShadowCellSetTests fixture helpers (kept
|
||||
// private per test class by repo convention).
|
||||
private static CellPhysics BuildShadowCellSetTests_MakeCellWithPortalAtRightWall(
|
||||
Matrix4x4 worldTransform, ushort otherCellId)
|
||||
{
|
||||
var portalPoly = new ResolvedPolygon
|
||||
{
|
||||
Vertices = new[]
|
||||
{
|
||||
new Vector3(2.5f, -2.5f, 0f),
|
||||
new Vector3(2.5f, 2.5f, 0f),
|
||||
new Vector3(2.5f, 2.5f, 5f),
|
||||
new Vector3(2.5f, -2.5f, 5f),
|
||||
},
|
||||
Plane = new System.Numerics.Plane(new Vector3(1, 0, 0), -2.5f),
|
||||
NumPoints = 4,
|
||||
SidesType = DatReaderWriter.Enums.CullMode.None,
|
||||
};
|
||||
|
||||
Matrix4x4.Invert(worldTransform, out var inv);
|
||||
return new CellPhysics
|
||||
{
|
||||
WorldTransform = worldTransform,
|
||||
InverseWorldTransform = inv,
|
||||
Resolved = new Dictionary<ushort, ResolvedPolygon>(),
|
||||
PortalPolygons = new Dictionary<ushort, ResolvedPolygon> { [10] = portalPoly },
|
||||
Portals = new[]
|
||||
{
|
||||
new PortalInfo(otherCellId: otherCellId, polygonId: 10, flags: 0),
|
||||
},
|
||||
CellBSP = new DatReaderWriter.Types.CellBSPTree
|
||||
{
|
||||
Root = new DatReaderWriter.Types.CellBSPNode
|
||||
{
|
||||
Type = DatReaderWriter.Enums.BSPNodeType.Leaf,
|
||||
},
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
private static CellPhysics BuildShadowCellSetTests_MakeLeafCell(Matrix4x4 worldTransform)
|
||||
{
|
||||
Matrix4x4.Invert(worldTransform, out var inv);
|
||||
return new CellPhysics
|
||||
{
|
||||
WorldTransform = worldTransform,
|
||||
InverseWorldTransform = inv,
|
||||
Resolved = new Dictionary<ushort, ResolvedPolygon>(),
|
||||
CellBSP = new DatReaderWriter.Types.CellBSPTree
|
||||
{
|
||||
Root = new DatReaderWriter.Types.CellBSPNode
|
||||
{
|
||||
Type = DatReaderWriter.Enums.BSPNodeType.Leaf,
|
||||
},
|
||||
},
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue