using System; using System.Numerics; using AcDream.App.Input; using AcDream.Core.Physics; using Xunit; namespace AcDream.Core.Tests.Input; public class PlayerMovementControllerTests { private static PhysicsEngine MakeFlatEngine() { var engine = new PhysicsEngine(); var heights = new byte[81]; Array.Fill(heights, (byte)50); var heightTable = new float[256]; for (int i = 0; i < 256; i++) heightTable[i] = i * 1f; var terrain = new TerrainSurface(heights, heightTable); engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty(), Array.Empty(), worldOffsetX: 0f, worldOffsetY: 0f); return engine; } [Fact] public void Update_NoInput_PositionUnchanged() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); var result = controller.Update(0.016f, new MovementInput()); Assert.Equal(96f, result.Position.X, precision: 1); Assert.Equal(96f, result.Position.Y, precision: 1); } // ── Indoor-flap root cause: resting-body bit-stability ──────────────────── // // The indoor render "flap" (textures battling at the cottage doorway) is // portal-flood membership instability. PortalVisibilityBuilder.Build is a // proven-deterministic pure function, so the membership can only flip if its // INPUT (the camera eye, derived from the player RenderPosition) varies. // Live 6-dp capture (pvinput.log:54) shows the player RenderPosition carries // a perpetual ~1-ULP flicker at rest (Z 94.000000 <-> 93.999992 — exactly one // float mantissa step). ComputeRenderPosition is Vector3.Lerp(_prevPhysicsPos, // _currPhysicsPos, alpha), and Lerp(a, a, t) == a exactly, so a jittering // RenderPosition at rest means the physics body's resting Position is NOT // bit-stable between ticks. Retail's authoritative local position is bit-stable // at rest (validate_transition -> kill_velocity on every grounded contact), so // retail never flaps. // // This test pins the physics-side invariant: a grounded body with no input // must hold a byte-identical position across many frames. It PASSES — which // is itself the evidence: the physics resting position is bit-stable, so the // doorway flap is NOT a physics-rest jitter. See // docs/research/2026-06-08-flap-physics-diagnosis-REFUTED-its-render-membership.md // (the flap is render-side portal-flood membership instability at the grazing // doorway portal under a sweeping camera eye). Kept as a regression guard. [Fact] public void Update_AtRestNoInput_RenderPositionBitStableAcrossManyFrames() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); var rest = new Vector3(96f, 96f, 50f); controller.SetPosition(rest, 0x0001); // Settle one frame so the resolver establishes its rest state, then // capture the baseline the body must hold. var settled = controller.Update(1f / 60f, new MovementInput()); Vector3 baselineRender = settled.RenderPosition; Vector3 baselinePhysics = settled.Position; // Hold still for ~10 s of 60 Hz frames (crosses MinQuantum every ~2 // frames, so the 30 Hz physics tick fires throughout — same cadence as // live). Any deviation, even one ULP, is the flap's root cause. float maxRenderDev = 0f; float maxPhysicsDev = 0f; for (int i = 0; i < 600; i++) { var r = controller.Update(1f / 60f, new MovementInput()); maxRenderDev = MathF.Max(maxRenderDev, (r.RenderPosition - baselineRender).Length()); maxPhysicsDev = MathF.Max(maxPhysicsDev, (r.Position - baselinePhysics).Length()); } Assert.True( maxRenderDev == 0f && maxPhysicsDev == 0f, $"resting body drifted: render={maxRenderDev * 1e6f:F3} µm, " + $"physics={maxPhysicsDev * 1e6f:F3} µm; expected byte-identical rest"); } // After walking then releasing input, the body must SETTLE to a // byte-identical resting position — not keep blipping a residual velocity. // This models the live flap: the player walks to the cottage doorway and // stops, and the eye then carries a ~1-ULP jitter that flips portal-flood // membership. Flat-terrain variant: if even this drifts, the residual-after- // motion path is the root and it is not indoor-specific. [Fact] public void Update_WalkThenStop_SettlesToBitStableRest() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); controller.Yaw = 0f; // Walk forward ~0.5 s, then release. for (int i = 0; i < 30; i++) controller.Update(1f / 60f, new MovementInput(Forward: true)); // Let velocity decay / state settle. for (int i = 0; i < 30; i++) controller.Update(1f / 60f, new MovementInput()); var settled = controller.Update(1f / 60f, new MovementInput()); Vector3 basePos = settled.Position; Vector3 baseRender = settled.RenderPosition; float maxPos = 0f, maxRender = 0f; for (int i = 0; i < 600; i++) { var r = controller.Update(1f / 60f, new MovementInput()); maxPos = MathF.Max(maxPos, (r.Position - basePos).Length()); maxRender = MathF.Max(maxRender, (r.RenderPosition - baseRender).Length()); } Assert.True(maxPos == 0f && maxRender == 0f, $"post-walk rest drifted: pos={maxPos * 1e6f:F3} µm, render={maxRender * 1e6f:F3} µm"); } [Fact] public void Update_ForwardInput_MovesInFacingDirection() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); controller.Yaw = 0f; // facing +X // L.5 physics-tick gate (235de33, 2026-04-30): Update() integrates // only one MinQuantum (~0.033s) per MaxQuantum (~0.1s) tick, matching // retail's 30Hz physics. A single Update(1.0f) only advances one // MaxQuantum step (~0.312m at walk speed 3.12 m/s). Drive the // controller one MaxQuantum at a time for ~1s to accumulate real // forward motion (8 × 0.1s = 0.8s × 3.12 m/s ≈ 2.5m). var input = new MovementInput { Forward = true }; MovementResult result = default; int ticks = (int)MathF.Ceiling(1.0f / PhysicsBody.MaxQuantum) + 1; // ~11 ticks for (int i = 0; i < ticks; i++) result = controller.Update(PhysicsBody.MaxQuantum, input); // Should have moved >2 units in +X (walk speed over ~1s). Assert.True(result.Position.X > 96f + 2f, $"X={result.Position.X} should have moved forward"); } [Fact] public void Update_SubQuantumFrame_InterpolatesRenderPositionWithoutAdvancingPhysicsPosition() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); var start = new Vector3(96f, 96f, 50f); controller.SetPosition(start, 0x0001); controller.Yaw = 0f; var firstTick = controller.Update(PhysicsBody.MinQuantum, 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); var halfFrame = controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput(Forward: true)); Assert.Equal(firstTick.Position.X, halfFrame.Position.X, precision: 4); Assert.True(halfFrame.RenderPosition.X > start.X, "Render position should move between physics ticks"); Assert.True(halfFrame.RenderPosition.X < firstTick.Position.X, $"Render X={halfFrame.RenderPosition.X} should stay between {start.X} and {firstTick.Position.X}"); float expectedMidpoint = start.X + ((firstTick.Position.X - start.X) * 0.5f); Assert.Equal(expectedMidpoint, halfFrame.RenderPosition.X, precision: 3); } [Fact] public void SetPosition_ResnapsRenderInterpolationEndpoints() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); controller.Yaw = 0f; controller.Update(PhysicsBody.MinQuantum, new MovementInput(Forward: true)); controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput(Forward: true)); var snapped = new Vector3(120f, 80f, 50f); controller.SetPosition(snapped, 0x0001); var result = controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput()); Assert.Equal(snapped, result.Position); Assert.Equal(snapped, result.RenderPosition); } [Fact] public void Update_HugeQuantumDiscard_ResnapsRenderInterpolationEndpoints() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); controller.Yaw = 0f; var moved = controller.Update(PhysicsBody.MinQuantum, new MovementInput(Forward: true)); 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); } [Fact] public void Update_LeftoverAboveMinQuantum_ClampsRenderAlphaToCurrentPhysicsPosition() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); controller.Yaw = 0f; var result = controller.Update( PhysicsBody.MaxQuantum + PhysicsBody.MinQuantum, new MovementInput(Forward: true)); Assert.Equal(result.Position.X, result.RenderPosition.X, precision: 4); Assert.Equal(result.Position.Y, result.RenderPosition.Y, precision: 4); Assert.Equal(result.Position.Z, result.RenderPosition.Z, precision: 4); } [Fact] public void Update_RunForward_MoveFasterThanWalk() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); controller.Yaw = 0f; var walkInput = new MovementInput { Forward = true }; var walkResult = controller.Update(1.0f, walkInput); float walkDist = walkResult.Position.X - 96f; controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); var runInput = new MovementInput { Forward = true, Run = true }; var runResult = controller.Update(1.0f, runInput); float runDist = runResult.Position.X - 96f; Assert.True(runDist > walkDist, $"Run ({runDist}) should be faster than walk ({walkDist})"); } [Fact] public void Update_TurnInput_ChangesYaw() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); float initialYaw = controller.Yaw; var input = new MovementInput { TurnRight = true }; controller.Update(0.5f, input); Assert.NotEqual(initialYaw, controller.Yaw); } [Fact] public void MotionStateChanged_WhenStartingToWalk() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); // First frame: idle (no input). controller.Update(0.016f, new MovementInput()); // Second frame: start walking. var input = new MovementInput { Forward = true }; var result = controller.Update(0.016f, input); Assert.True(result.MotionStateChanged); } [Fact] public void Update_JumpOnFlatTerrain_BecomesAirborne() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); // Charged jump: hold for a full charge (1s dt), then release to fire. // A full charge gives enough Vz that the player clears the 0.05-unit // ground-snap threshold within the same integration frame. controller.Update(1.0f, new MovementInput(Jump: true)); // full charge controller.Update(0.016f, new MovementInput(Jump: false)); // release → jump fires Assert.True(controller.IsAirborne); Assert.True(controller.VerticalVelocity > 0f); } [Fact] public void Update_AirborneFrames_ZRiseThenFalls() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); // Charged jump: hold for a full charge, then release. controller.Update(1.0f, new MovementInput(Jump: true)); // full charge controller.Update(0.016f, new MovementInput(Jump: false)); // release → jump fires float z1 = controller.Position.Z; // A few frames of rising controller.Update(0.1f, new MovementInput()); float z2 = controller.Position.Z; Assert.True(z2 > z1, "Should be rising"); // Many frames — should come back down. // DefaultJumpVz = 10 m/s → full flight time ≈ 2.04s, so run 50 × 50ms = 2.5s // to ensure the player has definitely landed. for (int i = 0; i < 50; i++) controller.Update(0.05f, new MovementInput()); Assert.False(controller.IsAirborne, "Should have landed"); Assert.Equal(50f, controller.Position.Z, precision: 1); } [Fact] public void Update_WalkOffLedge_BecomesFalling() { // Build terrain with a sharp cliff: grid x<5 = Z50, grid x>=5 = Z20. // heights[x*9+y] is indexed x-major; heightTable[i]=i*1f so // byte value == Z value directly. var heights = new byte[81]; for (int x = 0; x < 9; x++) for (int y = 0; y < 9; y++) heights[x * 9 + y] = (byte)(x < 5 ? 50 : 20); var heightTable = new float[256]; for (int i = 0; i < 256; i++) heightTable[i] = i * 1f; var engine = new PhysicsEngine(); var terrain = new TerrainSurface(heights, heightTable); engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty(), Array.Empty(), worldOffsetX: 0f, worldOffsetY: 0f); // Position the player just before the cliff edge (localX=118 ≈ grid x=4.92). // At this point terrain Z is ~51.7 (bilinear interpolation near the high side). // One step at walk speed will cross into the low region where terrain drops // ~28 units — more than StepUpHeight=5, triggering the ledge-fall. var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(118f, 96f, 50f), 0x0001); controller.Yaw = 0f; // facing +X // Single step — should trigger airborne state because terrain drops sharply. controller.Update(0.05f, new MovementInput(Forward: true)); Assert.True(controller.IsAirborne, "Player should be airborne after stepping off the cliff"); // Simulate enough frames to fall and land on the Z=20 floor. for (int i = 0; i < 60; i++) controller.Update(0.05f, new MovementInput(Forward: true)); Assert.False(controller.IsAirborne, "Player should have landed"); Assert.Equal(20f, controller.Position.Z, precision: 1); } }