fix(physics): restore nested per-cell collision retries
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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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