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

@ -8,6 +8,8 @@ namespace AcDream.Core.Tests.Input;
public class PlayerMovementControllerTests
{
private static float ObjectTick => PhysicsBody.MinQuantum + 0.001f;
private static PhysicsEngine MakeFlatEngine()
{
var engine = new PhysicsEngine();
@ -21,6 +23,29 @@ public class PlayerMovementControllerTests
return engine;
}
[Fact]
public void PerformMovement_ReactivatesCanonicalClock_ExceptForStaticObject()
{
var clock = new RetailObjectQuantumClock();
var controller = new PlayerMovementController(MakeFlatEngine(), clock);
clock.Deactivate();
controller.ApplyPhysicsState(PhysicsStateFlags.None);
controller.Movement.PerformMovement(new MovementStruct
{
Type = (MovementType)99,
});
Assert.True(clock.IsActive);
clock.Deactivate();
controller.ApplyPhysicsState(PhysicsStateFlags.Static);
controller.Movement.PerformMovement(new MovementStruct
{
Type = (MovementType)99,
});
Assert.False(clock.IsActive);
}
[Fact]
public void Update_NoInput_PositionUnchanged()
{
@ -156,10 +181,10 @@ public class PlayerMovementControllerTests
var start = new Vector3(96f, 96f, 50f);
controller.SetPosition(start, 0x0001);
controller.Yaw = 0f;
controller.AttachAnimationRootMotionSource(_ => Vector3.Zero);
controller.AttachAnimationRootMotionSource((_, _) => { });
MovementResult result = controller.Update(
PhysicsBody.MinQuantum,
ObjectTick,
new MovementInput(Forward: true));
Assert.Equal(start, result.Position);
@ -175,10 +200,11 @@ public class PlayerMovementControllerTests
controller.SetPosition(start, 0x0001);
controller.Yaw = 0f;
controller.ObjectScale = 2f;
controller.AttachAnimationRootMotionSource(_ => new Vector3(0f, 0.1f, 0f));
controller.AttachAnimationRootMotionSource((_, frame) =>
frame.Origin = new Vector3(0f, 0.1f, 0f));
MovementResult result = controller.Update(
PhysicsBody.MinQuantum,
ObjectTick,
new MovementInput(Forward: true));
// Local +Y is forward. Yaw 0 maps it to world +X; m_scale doubles
@ -188,24 +214,313 @@ public class PlayerMovementControllerTests
}
[Fact]
public void Update_SubQuantumAnimationRootDeltas_AccumulateIntoOnePhysicsStep()
public void Update_SubQuantumFrames_AdvanceAnimationOnceAtObjectThreshold()
{
var controller = new PlayerMovementController(MakeFlatEngine());
var start = new Vector3(96f, 96f, 50f);
controller.SetPosition(start, 0x0001);
controller.Yaw = 0f;
controller.AttachAnimationRootMotionSource(_ => new Vector3(0f, 0.05f, 0f));
int advances = 0;
controller.AttachAnimationRootMotionSource((_, frame) =>
{
advances++;
frame.Origin = new Vector3(0f, 0.1f, 0f);
});
MovementResult first = controller.Update(
PhysicsBody.MinQuantum * 0.5f,
ObjectTick * 0.5f,
new MovementInput(Forward: true));
MovementResult second = controller.Update(
PhysicsBody.MinQuantum * 0.5f,
ObjectTick * 0.5f,
new MovementInput(Forward: true));
Assert.Equal(start, first.Position);
Assert.Equal(start.X + 0.1f, second.Position.X, precision: 3);
Assert.Equal(start.Y, second.Position.Y, precision: 3);
Assert.Equal(1, advances);
}
[Fact]
public void Update_AttachedAnimationFrame_ComposesTranslationBeforeTurn()
{
var controller = new PlayerMovementController(MakeFlatEngine());
var start = new Vector3(96f, 96f, 50f);
controller.SetPosition(start, 0x0001);
controller.Yaw = 0f; // body local +Y faces world +X
controller.AttachAnimationRootMotionSource((_, frame) =>
{
frame.Origin = new Vector3(0f, 0.1f, 0f);
frame.Orientation = Quaternion.CreateFromAxisAngle(
Vector3.UnitZ,
MathF.PI / 2f);
});
MovementResult result = controller.Update(
ObjectTick,
new MovementInput());
// Retail Frame::combine transforms the delta origin by the OLD body
// orientation, then composes the delta orientation. The body therefore
// moves east before finishing the quarter-turn to north.
Assert.Equal(start.X + 0.1f, result.Position.X, precision: 3);
Assert.Equal(start.Y, result.Position.Y, precision: 3);
Assert.Equal(MathF.PI / 2f, controller.Yaw, precision: 3);
}
[Fact]
public void Update_AttachedAnimationFrame_PreservesCompleteNonCommutingOrientation()
{
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
Quaternion initial = Quaternion.CreateFromAxisAngle(Vector3.UnitX, 1.1f);
Quaternion delta = Quaternion.CreateFromAxisAngle(Vector3.UnitY, -0.9f);
controller.SetBodyOrientation(initial);
controller.AttachAnimationRootMotionSource((_, frame) =>
frame.Orientation = delta);
controller.Update(ObjectTick, new MovementInput());
Quaternion expected = Quaternion.Normalize(initial * delta);
float alignment = MathF.Abs(Quaternion.Dot(
expected,
Quaternion.Normalize(controller.BodyOrientation)));
Assert.InRange(alignment, 0.99999f, 1.00001f);
Assert.True(MathF.Abs(Quaternion.Dot(
Quaternion.Normalize(delta * initial),
Quaternion.Normalize(controller.BodyOrientation))) < 0.999f);
}
[Fact]
public void Update_MultiQuantumAnimationFrames_ComposeInTemporalOrder()
{
var controller = new PlayerMovementController(MakeFlatEngine());
var start = new Vector3(96f, 96f, 50f);
controller.SetPosition(start, 0x0001);
controller.Yaw = 0f;
int sample = 0;
controller.AttachAnimationRootMotionSource((_, frame) =>
{
if (sample++ == 0)
{
frame.Orientation = Quaternion.CreateFromAxisAngle(
Vector3.UnitZ,
MathF.PI / 2f);
}
else
{
frame.Origin = new Vector3(0f, 0.1f, 0f);
}
});
MovementResult result = controller.Update(
PhysicsBody.MaxQuantum * 2f,
new MovementInput());
// The second local-forward displacement occurs after the first
// quarter-turn, so it moves north. Adding Origins as bare vectors
// would incorrectly move east.
Assert.Equal(start.X, result.Position.X, precision: 3);
Assert.Equal(start.Y + 0.1f, result.Position.Y, precision: 3);
Assert.Equal(MathF.PI / 2f, controller.Yaw, precision: 3);
}
[Fact]
public void Update_ExactMinQuantum_RetainsTimeWithoutAdvancingObject()
{
var controller = new PlayerMovementController(MakeFlatEngine());
var start = new Vector3(96f, 96f, 50f);
controller.SetPosition(start, 0x0001);
int advances = 0;
controller.AttachAnimationRootMotionSource((_, frame) =>
{
advances++;
frame.Origin = new Vector3(0f, 1f, 0f);
});
MovementResult atThreshold = controller.Update(
PhysicsBody.MinQuantum,
new MovementInput());
Assert.Equal(start, atThreshold.Position);
Assert.Equal(0, advances);
controller.Update(0.001f, new MovementInput());
Assert.Equal(1, advances);
}
[Fact]
public void Update_LargeFrame_MatchesSeparateRetailObjectQuanta()
{
var combined = new PlayerMovementController(MakeFlatEngine());
var split = new PlayerMovementController(MakeFlatEngine());
var start = new Vector3(96f, 96f, 50f);
combined.SetPosition(start, 0x0001);
split.SetPosition(start, 0x0001);
int combinedHooks = 0;
int splitHooks = 0;
static void Advance(float dt, AcDream.Core.Physics.Motion.MotionDeltaFrame frame)
{
frame.Origin = new Vector3(0f, dt * 2f, 0f);
frame.Orientation = Quaternion.CreateFromAxisAngle(
Vector3.UnitZ,
dt * 0.7f);
}
combined.AttachAnimationRootMotionSource(Advance, () => combinedHooks++);
split.AttachAnimationRootMotionSource(Advance, () => splitHooks++);
combined.Update(PhysicsBody.MaxQuantum * 2f, new MovementInput());
split.Update(PhysicsBody.MaxQuantum, new MovementInput());
split.Update(PhysicsBody.MaxQuantum, new MovementInput());
Assert.Equal(split.Position.X, combined.Position.X, precision: 5);
Assert.Equal(split.Position.Y, combined.Position.Y, precision: 5);
Assert.Equal(split.Position.Z, combined.Position.Z, precision: 5);
float alignment = MathF.Abs(Quaternion.Dot(
Quaternion.Normalize(split.BodyOrientation),
Quaternion.Normalize(combined.BodyOrientation)));
Assert.InRange(alignment, 0.99999f, 1.00001f);
Assert.Equal(2, combinedHooks);
Assert.Equal(2, splitHooks);
}
[Fact]
public void TickHidden_DoesNotAdvancePartArrayButStillProcessesHooks()
{
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
int advances = 0;
int hookPasses = 0;
controller.AttachAnimationRootMotionSource(
(_, frame) =>
{
advances++;
frame.Origin = new Vector3(0f, 1f, 0f);
},
() => hookPasses++);
controller.TickHidden(ObjectTick);
Assert.Equal(0, advances);
Assert.Equal(1, hookPasses);
}
[Fact]
public void InvalidElapsed_VisibleFrameIsPurePresentationRead()
{
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
float initialTime = controller.SimTimeSeconds;
float initialYaw = controller.Yaw;
Vector3 initialPosition = controller.Position;
RawMotionState initialMotion = controller.Motion.RawState;
var hostileInput = new MovementInput(
Forward: true,
TurnLeft: true,
Jump: true,
Run: true);
foreach (float elapsed in new[]
{
float.NaN,
float.PositiveInfinity,
float.NegativeInfinity,
-0.1f,
0f,
})
{
MovementResult result = controller.Update(elapsed, hostileInput);
Assert.False(result.ShouldSendMovementEvent);
}
Assert.Equal(initialTime, controller.SimTimeSeconds);
Assert.Equal(initialYaw, controller.Yaw);
Assert.Equal(initialPosition, controller.Position);
Assert.Equal(initialMotion, controller.Motion.RawState);
controller.Update(ObjectTick, new MovementInput());
controller.Update(ObjectTick, new MovementInput());
Assert.True(controller.AdvancedObjectQuantumLastTick);
controller.Update(float.NaN, hostileInput);
Assert.False(controller.AdvancedObjectQuantumLastTick);
}
[Fact]
public void InvalidElapsed_HiddenFrameDoesNotAdvanceClockOrManagerTail()
{
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
float initialTime = controller.SimTimeSeconds;
int targetPasses = 0;
controller.TickHidden(float.NaN, () => targetPasses++);
controller.TickHidden(float.PositiveInfinity, () => targetPasses++);
controller.TickHidden(-0.1f, () => targetPasses++);
Assert.Equal(initialTime, controller.SimTimeSeconds);
Assert.Equal(0, targetPasses);
Assert.False(controller.AdvancedObjectQuantumLastTick);
controller.TickHidden(ObjectTick);
controller.TickHidden(ObjectTick);
Assert.True(controller.AdvancedObjectQuantumLastTick);
controller.TickHidden(float.PositiveInfinity);
Assert.False(controller.AdvancedObjectQuantumLastTick);
}
[Fact]
public void Update_AirbornePartArrayFrame_SuppressesOriginButPreservesOrientation()
{
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Update(1f, new MovementInput(Jump: true));
Vector3 beforeRelease = controller.Position;
Quaternion beforeOrientation = controller.BodyOrientation;
Quaternion delta = Quaternion.CreateFromAxisAngle(Vector3.UnitY, 0.4f);
int advances = 0;
controller.AttachAnimationRootMotionSource((_, frame) =>
{
advances++;
frame.Origin = new Vector3(0f, 10f, 0f);
frame.Orientation = delta;
});
controller.Update(ObjectTick, new MovementInput(Jump: false));
Assert.True(controller.IsAirborne);
Assert.Equal(beforeRelease.X, controller.Position.X, precision: 5);
Assert.Equal(beforeRelease.Y, controller.Position.Y, precision: 5);
Quaternion expected = Quaternion.Normalize(beforeOrientation * delta);
float alignment = MathF.Abs(Quaternion.Dot(
expected,
Quaternion.Normalize(controller.BodyOrientation)));
Assert.InRange(alignment, 0.99999f, 1.00001f);
Assert.Equal(1, advances);
}
[Fact]
public void Update_AttachedAnimationTurn_IsNotAppliedByASecondYawIntegrator()
{
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f;
controller.AttachAnimationRootMotionSource((dt, frame) =>
{
frame.Orientation = Quaternion.CreateFromAxisAngle(
Vector3.UnitZ,
-(MathF.PI / 2f) * dt);
});
controller.Update(
ObjectTick,
new MovementInput(TurnRight: true));
Assert.Equal(
-(MathF.PI / 2f) * ObjectTick,
controller.Yaw,
precision: 4);
}
[Fact]
@ -217,7 +532,7 @@ public class PlayerMovementControllerTests
controller.SetPosition(start, 0x0001);
controller.Yaw = 0f;
var firstTick = controller.Update(PhysicsBody.MinQuantum, new MovementInput(Forward: true));
var firstTick = controller.Update(ObjectTick, new MovementInput(Forward: true));
Assert.True(firstTick.Position.X > start.X, "Physics tick should advance the authoritative body position");
Assert.Equal(start.X, firstTick.RenderPosition.X, precision: 4);
@ -240,7 +555,7 @@ public class PlayerMovementControllerTests
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f;
controller.Update(PhysicsBody.MinQuantum, new MovementInput(Forward: true));
controller.Update(ObjectTick, new MovementInput(Forward: true));
controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput(Forward: true));
var snapped = new Vector3(120f, 80f, 50f);
@ -257,7 +572,7 @@ public class PlayerMovementControllerTests
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f;
controller.Update(PhysicsBody.MinQuantum, new MovementInput(Forward: true));
controller.Update(ObjectTick, new MovementInput(Forward: true));
Vector3 velocity = controller.BodyVelocity;
Assert.True(velocity.LengthSquared() > 0f);
@ -305,12 +620,25 @@ public class PlayerMovementControllerTests
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f;
int animationAdvances = 0;
int hookPasses = 0;
controller.AttachAnimationRootMotionSource(
(_, frame) =>
{
animationAdvances++;
frame.Origin = new Vector3(0f, 0.1f, 0f);
},
() => hookPasses++);
var moved = controller.Update(PhysicsBody.MinQuantum, new MovementInput(Forward: true));
var moved = controller.Update(ObjectTick, new MovementInput(Forward: true));
int advancesBeforeDiscard = animationAdvances;
int hooksBeforeDiscard = hookPasses;
var stale = controller.Update(PhysicsBody.HugeQuantum + 0.1f, new MovementInput(Forward: true));
Assert.Equal(moved.Position.X, stale.Position.X, precision: 4);
Assert.Equal(stale.Position, stale.RenderPosition);
Assert.Equal(advancesBeforeDiscard, animationAdvances);
Assert.Equal(hooksBeforeDiscard, hookPasses);
}
[Fact]