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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@ -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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