fix(physics): restore nested per-cell collision retries
This commit is contained in:
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10b55d7485
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e5f855ac40
3 changed files with 292 additions and 71 deletions
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@ -63,6 +63,18 @@ public sealed class PhysicsEngine
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/// </summary>
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public Action<string>? DiagnosticLog { get; set; }
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/// <summary>
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/// Deterministic test seam for the retail per-cell dispatcher. Production
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/// leaves this null. Tests may observe a completed phase and substitute its
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/// returned state to prove retry/order semantics without geometry-specific
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/// response coupling.
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/// </summary>
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internal Func<
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TransitionCellCollisionPhase,
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uint,
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TransitionState,
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TransitionState>? TransitionCellCollisionTestHook { get; set; }
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/// <summary>
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/// True once the landblock covering <paramref name="cellOrLandblockId"/> has had its
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/// terrain + cells registered via <see cref="AddLandblock"/>. Accepts a canonical
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@ -15,6 +15,18 @@ public enum TransitionState
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Slid = 4,
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}
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/// <summary>
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/// Test-observation boundary for retail's atomic per-cell collision pass.
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/// Production never installs the corresponding hook on
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/// <see cref="PhysicsEngine"/>.
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/// </summary>
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internal enum TransitionCellCollisionPhase
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{
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Environment,
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Building,
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Objects,
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}
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public enum InsertType
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{
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Transition = 0,
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@ -1685,14 +1697,18 @@ public sealed class Transition
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// -----------------------------------------------------------------------
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/// <summary>
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/// ACE Transition.TransitionalInsert — retry loop for collision resolution.
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/// Retail <c>CTransition::transitional_insert</c> (0x0050B6F0) — the
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/// outer transition retry loop. Each outer attempt delegates the complete
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/// primary-cell transaction to <see cref="InsertIntoCell"/>, which owns a
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/// second retry budget matching <c>CTransition::insert_into_cell</c>
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/// (0x00509E70).
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///
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/// <para>
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/// Per ACE: iterate up to numAttempts times. Each iteration runs the full
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/// collision pipeline (env + objects) at the current CheckPos. The pipeline
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/// can MUTATE CheckPos (push-out, slide). On Slid/Adjusted, clear state and
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/// retry — the next iteration tests the NEW CheckPos against all nearby
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/// objects again, which catches "slide into a second wall" corner cases.
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/// Each outer attempt asks <see cref="InsertIntoCell"/> to retry the atomic
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/// environment → building → objects composition up to
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/// <paramref name="numAttempts"/> times. An Adjusted/Slid result that
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/// exhausts that inner budget is then eligible for another outer attempt.
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/// Retail therefore permits up to N×N primary-cell passes, not N total.
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/// </para>
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///
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/// <para>
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@ -1730,18 +1746,21 @@ public sealed class Transition
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for (int attempt = 0; attempt < numAttempts; attempt++)
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{
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// ── Phase 1: environment collision (terrain + indoor BSP) ───
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// Primary cell only — retail CEnvCell/CLandCell::find_collisions
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// step 1 (find_env_collisions). Other cells run in Phase 2.5.
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transitState = FindEnvCollisions(engine);
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transitState = InsertIntoCell(
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engine,
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sp.CheckCellId,
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numAttempts);
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if (transitState == TransitionState.Collided)
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{
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sp.NegPolyHit = false;
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return TransitionState.Collided;
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}
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if (transitState == TransitionState.Slid)
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{
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// Env collision slid the sphere. Clear state and retry at
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// the new CheckPos to see if we hit anything else.
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// Retail transitional_insert repeats the Slid contact clear
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// at its outer boundary, then clears neg_poly_hit.
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ci.ContactPlaneValid = false;
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ci.ContactPlaneIsWater = false;
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sp.NegPolyHit = false;
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@ -1750,70 +1769,15 @@ public sealed class Transition
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if (transitState == TransitionState.Adjusted)
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{
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// Env modified CheckPos. Retry at new position.
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// insert_into_cell exhausted its own retry budget. Preserve
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// every sphere field except neg_poly_hit at this outer
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// boundary and start the next outer attempt.
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sp.NegPolyHit = false;
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continue;
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}
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// ── Phase 1b: the building channel (BR-7 / A6.P4) ───────────
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// CLandCell::find_collisions (Ghidra 0x00532d60) interposes
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// CSortCell::find_collisions (0x005340a0 — the per-LandCell
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// building shell BSP) between env and objects. Indoor primary
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// cells have no building leg (CEnvCell::find_collisions,
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// 0x0052c100). No-op when the cell has no building.
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var bldgState = FindBuildingCollisions(engine, sp.CheckCellId);
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if (bldgState == TransitionState.Collided)
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return TransitionState.Collided;
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if (bldgState == TransitionState.Slid)
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{
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transitState = bldgState;
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ci.ContactPlaneValid = false;
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ci.ContactPlaneIsWater = false;
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sp.NegPolyHit = false;
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if (transitState != TransitionState.OK)
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continue;
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}
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if (bldgState == TransitionState.Adjusted)
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{
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transitState = bldgState;
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sp.NegPolyHit = false;
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continue;
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}
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// ── Phase 2: object collision — PRIMARY cell's shadow list ──
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// Retail CObjCell::find_obj_collisions(this) (0x0052b750), the
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// tail of the primary cell's find_collisions. Other cells'
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// lists run per cell in Phase 2.5 (check_other_cells).
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var objState = FindObjCollisionsInCell(engine, sp.CheckCellId);
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// L.4-diag: log Phase outcomes per attempt so we can see whether
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// we're escaping to the step-down branch or churning in retries.
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DumpPhase2(attempt, transitState, objState);
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if (objState == TransitionState.Collided)
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return TransitionState.Collided;
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if (objState == TransitionState.Slid)
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{
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// Object collision applied a push-out and set sliding normal.
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// Retry at the new CheckPos — we may have slid into another
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// object, or need to re-verify env at the new position.
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transitState = objState;
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ci.ContactPlaneValid = false;
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ci.ContactPlaneIsWater = false;
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sp.NegPolyHit = false;
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continue;
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}
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if (objState == TransitionState.Adjusted)
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{
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// Object modified CheckPos (e.g. PerfectClip adjust_to_plane).
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// Retry at the new position.
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transitState = objState;
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sp.NegPolyHit = false;
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continue;
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}
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// ── Phase 2.5: other cells + carried-cell advance ────────────
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// Retail transitional_insert OK_TS case (0x0050b756): on a clean
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@ -2151,6 +2115,82 @@ public sealed class Transition
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return transitState;
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}
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/// <summary>
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/// Retail <c>CTransition::insert_into_cell</c> (0x00509E70). The cell's
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/// virtual <c>find_collisions</c> call is one atomic environment →
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/// building → objects transaction. Adjusted retries the entire
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/// transaction. Slid additionally clears only contact-plane validity and
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/// water state before retrying. OK and Collided return immediately.
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/// </summary>
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private TransitionState InsertIntoCell(
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PhysicsEngine engine,
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uint cellId,
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int numAttempts)
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{
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if (cellId == 0)
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return TransitionState.Collided;
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TransitionState state = TransitionState.OK;
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for (int attempt = 0; attempt < numAttempts; attempt++)
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{
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state = FindPrimaryCellCollisions(engine, cellId, attempt);
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if (state is TransitionState.OK or TransitionState.Collided)
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return state;
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if (state == TransitionState.Slid)
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{
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CollisionInfo.ContactPlaneValid = false;
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CollisionInfo.ContactPlaneIsWater = false;
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}
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}
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return state;
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}
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/// <summary>
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/// Primary-cell virtual <c>find_collisions</c> composition. A non-OK
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/// response terminates this pass, so an inner retry always restarts from
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/// environment before revisiting the building and object channels.
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/// </summary>
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private TransitionState FindPrimaryCellCollisions(
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PhysicsEngine engine,
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uint cellId,
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int innerAttempt)
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{
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TransitionState environment = ObservePrimaryCellPhase(
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engine,
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TransitionCellCollisionPhase.Environment,
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cellId,
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FindEnvCollisions(engine));
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if (environment != TransitionState.OK)
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return environment;
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TransitionState building = ObservePrimaryCellPhase(
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engine,
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TransitionCellCollisionPhase.Building,
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cellId,
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FindBuildingCollisions(engine, cellId));
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if (building != TransitionState.OK)
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return building;
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TransitionState objects = ObservePrimaryCellPhase(
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engine,
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TransitionCellCollisionPhase.Objects,
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cellId,
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FindObjCollisionsInCell(engine, cellId));
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DumpPhase2(innerAttempt, environment, objects);
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return objects;
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}
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private static TransitionState ObservePrimaryCellPhase(
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PhysicsEngine engine,
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TransitionCellCollisionPhase phase,
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uint cellId,
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TransitionState actual)
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=> engine.TransitionCellCollisionTestHook is { } hook
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? hook(phase, cellId, actual)
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: actual;
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private TransitionState EdgeSlideAfterStepDownFailed(
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PhysicsEngine engine,
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float stepDownHeight,
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@ -0,0 +1,169 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Physics;
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using DatReaderWriter.Types;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// Pins retail's two-level collision retry structure:
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/// <c>transitional_insert(N)</c> wraps <c>insert_into_cell(N)</c>, and every
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/// inner retry restarts the complete cell transaction in
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/// environment → building → objects order.
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/// </summary>
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public sealed class TransitionInsertIntoCellRetryTests
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{
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private const uint Landblock = 0xA9B40000u;
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private const uint Cell = 0xA9B40001u;
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private const uint ShellGfxObj = 0x0100F001u;
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[Theory]
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[InlineData(false)]
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[InlineData(true)]
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public void NestedRetry_RecomputesAtomicCellPipeline_AndExceedsOuterBudget(
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bool preparedFlat)
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{
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PhysicsEngine engine = BuildEngine(preparedFlat);
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var phases = new List<TransitionCellCollisionPhase>();
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int environmentCalls = 0;
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int buildingCalls = 0;
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int objectCalls = 0;
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engine.TransitionCellCollisionTestHook = (phase, cellId, actual) =>
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{
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Assert.Equal(Cell, cellId);
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Assert.Equal(TransitionState.OK, actual);
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phases.Add(phase);
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switch (phase)
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{
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case TransitionCellCollisionPhase.Environment:
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environmentCalls++;
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return environmentCalls == 1
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? TransitionState.Adjusted
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: TransitionState.OK;
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case TransitionCellCollisionPhase.Building:
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buildingCalls++;
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return buildingCalls == 1
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? TransitionState.Adjusted
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: TransitionState.OK;
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case TransitionCellCollisionPhase.Objects:
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objectCalls++;
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return objectCalls == 1
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? TransitionState.Adjusted
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: TransitionState.OK;
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default:
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throw new ArgumentOutOfRangeException(nameof(phase));
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}
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};
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Vector3 current = new(10f, 10f, 5f);
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Vector3 target = current + new Vector3(0.05f, 0f, 0f);
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var body = new PhysicsBody
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{
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Position = current,
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Orientation = Quaternion.Identity,
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TransientState = TransientStateFlags.Active,
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};
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ResolveResult result = engine.ResolveWithTransition(
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current,
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target,
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Cell,
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sphereRadius: 0.48f,
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sphereHeight: 1.835f,
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stepUpHeight: 0.6f,
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stepDownHeight: 1.5f,
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isOnGround: false,
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body,
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moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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movingEntityId: 0x000F4243u);
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Assert.True(result.Ok);
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Assert.Equal(target, result.Position);
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// The first inner budget of three passes stops successively at env,
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// building, and objects. The second outer attempt starts a fourth
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// complete pass and succeeds. A flattened N=3 loop cannot reach it.
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TransitionCellCollisionPhase[] expected =
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[
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TransitionCellCollisionPhase.Environment,
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TransitionCellCollisionPhase.Environment,
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TransitionCellCollisionPhase.Building,
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TransitionCellCollisionPhase.Environment,
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TransitionCellCollisionPhase.Building,
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TransitionCellCollisionPhase.Objects,
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TransitionCellCollisionPhase.Environment,
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TransitionCellCollisionPhase.Building,
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TransitionCellCollisionPhase.Objects,
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];
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Assert.Equal(expected, phases);
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Assert.Equal(4, environmentCalls);
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Assert.Equal(3, buildingCalls);
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Assert.Equal(2, objectCalls);
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Assert.True(
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environmentCalls > 3,
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"The fixture must require more complete cell passes than the "
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+ "outer N=3 budget while remaining inside retail's N×N budget.");
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}
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private static PhysicsEngine BuildEngine(bool preparedFlat)
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{
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var (root, resolved) = BSPStepUpFixtures.FlatRoof();
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var normalized = new Dictionary<ushort, ResolvedPolygon>(resolved.Count);
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foreach ((ushort id, ResolvedPolygon polygon) in resolved)
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{
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normalized.Add(id, new ResolvedPolygon
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{
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Id = id,
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Vertices = polygon.Vertices,
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Plane = polygon.Plane,
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NumPoints = polygon.NumPoints,
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SidesType = polygon.SidesType,
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});
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}
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var physics = new GfxObjPhysics
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{
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SourceId = ShellGfxObj,
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BSP = new PhysicsBSPTree { Root = root },
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Resolved = normalized,
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BoundingSphere = root.BoundingSphere,
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};
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var cache = new PhysicsDataCache();
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if (preparedFlat)
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{
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cache.CollisionTraversalMode = CollisionTraversalMode.Flat;
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cache.CacheGfxObj(
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ShellGfxObj,
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FlatCollisionAssetBuilder.FlattenGfxObj(physics));
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}
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else
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{
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cache.RegisterGfxObjForTest(ShellGfxObj, physics);
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}
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// The far-away shell makes the building channel execute its actual
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// graph/flat traversal and return OK without affecting the mover.
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cache.CacheBuilding(
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Cell,
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Array.Empty<BldPortalInfo>(),
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Matrix4x4.CreateTranslation(100f, 100f, 100f),
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ShellGfxObj);
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var engine = new PhysicsEngine { DataCache = cache };
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var heights = new byte[81];
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var heightTable = new float[256];
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Array.Fill(heightTable, -1000f);
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engine.AddLandblock(
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Landblock,
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new TerrainSurface(heights, heightTable),
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Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(),
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0f,
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0f);
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return engine;
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}
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}
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