feat(physics): port retail complete object frame pipeline

Restore the named-retail object update order across local, remote, static, projectile, animation, shadow, teleport, and effect lifetimes. Separate authoritative root commits from spatial rebucketing, preserve per-owner hook/FIFO ordering, and remove update-path allocations with exact lifecycle and residency gates.

Add deterministic conformance, adversarial lifetime, GUID-reuse, pending-cell, quaternion, timestamp, and allocation coverage. Release build is warning-free and all 6,446 tests pass with five intentional skips; retail, architecture, and adversarial reviews are clean.

Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-20 09:10:31 +02:00
parent 31a0889f08
commit f961d70023
77 changed files with 12513 additions and 1871 deletions

View file

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using System.Numerics;
using AcDream.App.Input;
using AcDream.Core.Physics;
using AcDream.Core.World;
namespace AcDream.App.Tests.Input;
public sealed class LocalPlayerProjectionControllerTests
{
[Fact]
public void Project_PreservesCompleteAuthoritativeBodyQuaternion()
{
const uint cellId = 0x01010001u;
Quaternion complete = Quaternion.Normalize(
Quaternion.CreateFromAxisAngle(Vector3.UnitX, 0.7f)
* Quaternion.CreateFromAxisAngle(Vector3.UnitY, -0.4f));
var movement = new PlayerMovementController(new PhysicsEngine());
movement.SetPosition(Vector3.Zero, cellId, Vector3.Zero);
movement.SetBodyOrientation(complete);
var entity = new WorldEntity
{
Id = 7u,
ServerGuid = 0x50000001u,
SourceGfxObjOrSetupId = 0x02000001u,
Position = Vector3.Zero,
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
};
var projection = new LocalPlayerProjectionController(
() => entity,
() => 1,
() => 1,
(_, _) => { },
(_, _) => { },
_ => true,
_ => { });
projection.Project(
movement,
movement.CapturePresentationResult(),
hidden: false);
Assert.InRange(
MathF.Abs(Quaternion.Dot(
complete,
Quaternion.Normalize(entity.Rotation))),
0.99999f,
1.00001f);
}
[Fact]
public void Project_AlreadyPendingChangedPose_DoesNotResurrectShadow()
{
const uint cellId = 0x02020001u;
var movement = new PlayerMovementController(new PhysicsEngine());
movement.SetPosition(new Vector3(12f, 8f, 3f), cellId, Vector3.Zero);
var entity = new WorldEntity
{
Id = 8u,
ServerGuid = 0x50000001u,
SourceGfxObjOrSetupId = 0x02000001u,
Position = Vector3.Zero,
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
};
var order = new List<string>();
var projection = new LocalPlayerProjectionController(
() => entity,
() => 2,
() => 2,
(_, _) => order.Add("shadow"),
(_, _) => order.Add("rebucket"),
_ => false,
_ => order.Add("suspend"));
projection.Project(
movement,
movement.CapturePresentationResult(),
hidden: false);
Assert.Equal(["rebucket", "suspend"], order);
Assert.Equal(movement.Position, entity.Position);
Assert.Equal(cellId, entity.ParentCellId);
}
[Fact]
public void Project_PendingToLoaded_RebucketsBeforeStationaryShadowRestore()
{
const uint cellId = 0x02020001u;
var movement = new PlayerMovementController(new PhysicsEngine());
movement.SetPosition(new Vector3(12f, 8f, 3f), cellId, Vector3.Zero);
var entity = new WorldEntity
{
Id = 9u,
ServerGuid = 0x50000001u,
SourceGfxObjOrSetupId = 0x02000001u,
Position = movement.Position,
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
};
bool visible = false;
var order = new List<string>();
var projection = new LocalPlayerProjectionController(
() => entity,
() => 2,
() => 2,
(_, _) => order.Add("shadow"),
(_, _) =>
{
order.Add("rebucket");
visible = true;
},
_ => visible,
_ => order.Add("suspend"));
projection.Project(
movement,
movement.CapturePresentationResult(),
hidden: false);
Assert.Equal(["rebucket", "shadow"], order);
}
}