using System;
using System.Numerics;
using AcDream.App.Input;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
using DRWMotionCommand = DatReaderWriter.Enums.MotionCommand;
namespace AcDream.Core.Tests.Input;
///
/// R3-W6 regression suite for the edge-driven local player — specifically
/// the "press W and stop instantly" bug (2026-07-03): the funnel's apply
/// pass live-read InterpretedState.ForwardCommand AFTER the style
/// dispatch, whose ApplyMotion(style) state-write resets forward to
/// Ready unconditionally (raw 0051ea6c, verbatim). Retail self-heals via
/// register-cached entry reads (proven by the 183-case live observer trace:
/// the fwd dispatch carries the pre-reset command); the fix entry-caches
/// the axes in ApplyInterpretedMovement.
///
/// The 183-case suite could NOT catch this: its RecordingSink's ApplyMotion
/// return doesn't mirror the REAL ,
/// which returns TRUE for the style dispatch (manager Branch 1
/// style==target → success) — the true return is what gates the resetting
/// state-write on. These tests bind the REAL sink over a real sequencer.
///
public class W6EdgeDrivenMovementTests
{
private const uint NC = 0x8000003Du;
private const uint Ready = 0x41000003u;
private const uint Walk = 0x45000005u;
private const uint Run = 0x44000007u;
private sealed class Loader : IAnimationLoader
{
private readonly System.Collections.Generic.Dictionary _anims = new();
public void Register(uint id, Animation anim) => _anims[id] = anim;
public Animation? LoadAnimation(uint id) => _anims.TryGetValue(id, out var a) ? a : null;
}
private static Animation MakeAnim(int frames)
{
var anim = new Animation();
for (int f = 0; f < frames; f++)
{
var pf = new AnimationFrame(1);
pf.Frames.Add(new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity });
anim.PartFrames.Add(pf);
}
return anim;
}
private static MotionData MakeMd(uint animId)
{
var md = new MotionData();
QualifiedDataId qid = animId;
md.Anims.Add(new AnimData { AnimId = qid, LowFrame = 0, HighFrame = -1, Framerate = 30f });
return md;
}
private static AnimationSequencer MakeSequencer()
{
var setup = new Setup();
setup.Parts.Add(0x01000000u);
setup.DefaultScale.Add(Vector3.One);
var loader = new Loader();
loader.Register(0x300u, MakeAnim(4));
loader.Register(0x301u, MakeAnim(6));
loader.Register(0x302u, MakeAnim(6));
var mt = new MotionTable { DefaultStyle = (DRWMotionCommand)NC };
mt.StyleDefaults[(DRWMotionCommand)NC] = (DRWMotionCommand)Ready;
mt.Cycles[(int)((NC << 16) | (Ready & 0xFFFFFFu))] = MakeMd(0x300u);
mt.Cycles[(int)((NC << 16) | (Walk & 0xFFFFFFu))] = MakeMd(0x301u);
mt.Cycles[(int)((NC << 16) | (Run & 0xFFFFFFu))] = MakeMd(0x302u);
return new AnimationSequencer(setup, mt, loader);
}
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;
}
private static PlayerMovementController MakeControllerWithRealSink(out AnimationSequencer seq)
{
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f;
seq = MakeSequencer();
// The full W6 GameWindow bind set (EnterPlayerModeNow equivalent).
controller.Motion.DefaultSink = new MotionTableDispatchSink(seq);
var s = seq;
controller.Motion.RemoveLinkAnimations = s.RemoveAllLinkAnimations;
controller.Motion.InitializeMotionTables = () => s.Manager.InitializeState();
controller.Motion.CheckForCompletedMotions = s.Manager.CheckForCompletedMotions;
return controller;
}
[Fact]
public void ApplyPass_WithRealSink_ForwardSelfHeals()
{
// The distilled bug: a full apply pass (style dispatch included)
// against the REAL sink must leave the interpreted forward exactly
// where it started — the style apply's Ready reset is re-applied
// over by the entry-cached fwd dispatch (retail self-heal).
var controller = MakeControllerWithRealSink(out _);
var input = new MovementInput { Forward = true, Run = true };
controller.Update(1f / 60f, input); // W press edge -> RunForward
Assert.Equal(Run, controller.Motion.InterpretedState.ForwardCommand);
// The live killer: the UM-echo pass (~10Hz in the real client).
controller.ApplyServerRunRate(4.5f);
Assert.Equal(Run, controller.Motion.InterpretedState.ForwardCommand);
Assert.True(controller.Motion.get_state_velocity().Length() > 1f,
"state velocity must survive the apply pass");
}
[Fact]
public void HoldW_WithRealSink_AndEchoes_BodyKeepsMoving()
{
var controller = MakeControllerWithRealSink(out _);
var input = new MovementInput { Forward = true, Run = true };
float startX = 96f;
Vector3 pos = new(startX, 96f, 50f);
for (int f = 0; f < 120; f++)
{
if (f % 6 == 3)
controller.ApplyServerRunRate(4.5f); // ACE echo cadence
pos = controller.Update(1f / 60f, input).Position;
}
// 2 seconds of held-W running (post-fix ~9.5 m/s) must cover
// meters, not centimeters. Pre-fix this stalled at ~one tick of
// travel (the echo pass reset forward to Ready).
Assert.True(pos.X - startX > 5f,
$"expected sustained forward motion, got {pos.X - startX:F2} m");
}
[Fact]
public void ShiftToggle_MidHold_WalkRunTransitionSurvivesEcho()
{
var controller = MakeControllerWithRealSink(out _);
// Hold W at run for 30 frames.
for (int f = 0; f < 30; f++)
controller.Update(1f / 60f, new MovementInput { Forward = true, Run = true });
Assert.Equal(Run, controller.Motion.InterpretedState.ForwardCommand);
// Shift pressed (walk) — the set_hold_run edge demotes to walk.
for (int f = 0; f < 30; f++)
{
if (f == 10) controller.ApplyServerRunRate(1.0f); // echo mid-walk
controller.Update(1f / 60f, new MovementInput { Forward = true, Run = false });
}
Assert.Equal(Walk, controller.Motion.InterpretedState.ForwardCommand);
// Shift released — promote back to run; survives another echo.
for (int f = 0; f < 30; f++)
{
if (f == 10) controller.ApplyServerRunRate(4.5f);
controller.Update(1f / 60f, new MovementInput { Forward = true, Run = true });
}
Assert.Equal(Run, controller.Motion.InterpretedState.ForwardCommand);
}
}