using System.Numerics;
using AcDream.App.Streaming;
using AcDream.App.World;
using AcDream.Core.Items;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Core.World;
using AcDream.Runtime;
using AcDream.Runtime.Entities;
using AcDream.Runtime.Physics;
using DatReaderWriter.DBObjs;
namespace AcDream.App.Tests.Physics;
///
/// #297 F1 (review round 2): LiveEntityCollisionBuilder.Build (invoked
/// from LiveEntityHydrationController.OnAppearance on every
/// equip/dequip ObjDesc) rebuilds a live entity's shadow-registry collision
/// flags from spawn.ObjectDescriptionFlags. Before
/// existed, that spawn was
/// the FROZEN CreateObject-time value — a plain equip/dequip after a live
/// PropertyInt(PlayerKillerStatus) update would silently revert the
/// shadow-registry PKLite flag, restoring the exact #297 symptom
/// (walk-through) even though had
/// already fixed it once. This test drives the REAL production sequence —
/// register, apply the live PK update, apply an ObjDesc through the gated
/// pipeline, rebuild collision, reconcile into the registry — and asserts
/// the shadow flags survive the rebuild.
///
public sealed class PvpBitfieldSurvivesAppearanceRebuildTests
{
private const uint Guid = 0x70000030u;
private const uint Cell = 0x01010001u;
private sealed class RecordingResources : ILiveEntityResourceLifecycle
{
public void Register(WorldEntity entity) { }
public void Unregister(WorldEntity entity) { }
}
private sealed class NullAnimationLoader : IAnimationLoader
{
public Animation? LoadAnimation(uint id) => null;
}
private static WorldEntity EntityFactory(uint id, uint guid) => new()
{
Id = id,
ServerGuid = guid,
SourceGfxObjOrSetupId = 0x02000001u,
Position = Vector3.Zero,
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty(),
ParentCellId = Cell,
};
private static WorldSession.EntitySpawn Spawn(
uint? objectDescriptionFlags,
ushort objDescSequence)
{
var position = new CreateObject.ServerPosition(Cell, 10f, 10f, 5f, 1f, 0f, 0f, 0f);
var timestamps = new PhysicsTimestamps(1, 1, 1, 1, 0, 1, 0, objDescSequence, 1);
var physics = new PhysicsSpawnData(
RawState: (uint)PhysicsStateFlags.ReportCollisions,
Position: position,
Movement: null,
AnimationFrame: null,
SetupTableId: 0x02000001u,
MotionTableId: 0x09000001u,
SoundTableId: null,
PhysicsScriptTableId: null,
Parent: null,
Children: null,
Scale: null,
Friction: null,
Elasticity: null,
Translucency: null,
Velocity: null,
Acceleration: null,
AngularVelocity: null,
DefaultScriptType: null,
DefaultScriptIntensity: null,
Timestamps: timestamps);
return new WorldSession.EntitySpawn(
Guid,
position,
0x02000001u,
Array.Empty(),
Array.Empty(),
Array.Empty(),
null,
null,
"fixture",
(uint)ItemType.Creature,
null,
0x09000001u,
PhysicsState: (uint)PhysicsStateFlags.ReportCollisions,
InstanceSequence: 1,
MovementSequence: 1,
ServerControlSequence: 1,
PositionSequence: 1,
ObjectDescriptionFlags: objectDescriptionFlags,
Physics: physics);
}
[Fact]
public void ObjDescAfterPkUpdate_RebuildKeepsLivePkLiteFlag()
{
var spatial = new GpuWorldState();
spatial.AddLandblock(new LoadedLandblock(
0x0101FFFFu, new LandBlock(), Array.Empty()));
var lifetime = new RuntimeEntityObjectLifetime();
lifetime.BindEventContext(
static () => new RuntimeGenerationToken(1UL),
static () => 1UL);
var runtime = new LiveEntityRuntime(spatial, new RecordingResources(), lifetime);
WorldSession.EntitySpawn spawn = Spawn(objectDescriptionFlags: 0x8u, objDescSequence: 1);
runtime.RegisterLiveEntity(spawn);
WorldEntity entity = runtime.MaterializeLiveEntity(
spawn.Guid, Cell, id => EntityFactory(id, spawn.Guid))!;
Assert.True(runtime.TryGetRecord(Guid, out LiveEntityRecord record));
// Seed the object table exactly like CreateObject would.
lifetime.Objects.AddOrUpdate(new ClientObject
{
ObjectId = Guid,
PublicWeenieBitfield = 0x8u, // BF_PLAYER only
});
// Live PropertyInt(PlayerKillerStatus) = PKLite arrives.
lifetime.Objects.UpdateIntProperty(
Guid,
ClientObjectTable.PlayerKillerStatusPropertyId,
value: PlayerKillerStatusBitfield.PkLite);
// Sanity: RuntimeEntityPvpBitfieldSnapshotSync already keeps the
// canonical snapshot live — this is the source-of-truth fix.
Assert.Equal(0x2000008u, record.Snapshot.ObjectDescriptionFlags);
var setup = new Setup();
setup.Parts.Add(0x0100AB01u);
var builder = new LiveEntityCollisionBuilder(
id => id == 0x0100AB01u
? ShadowPartGeometry.Create(
new FlatCollisionSphere(new Vector3(0f, 0f, 0.5f), 1f),
null)
: (ShadowPartGeometry?)null,
new LiveEntityDefaultPoseResolver(
_ => null,
new NullAnimationLoader(),
dumpMotion: false));
var registry = new ShadowObjectRegistry();
// Initial shadow registration, mirroring CreateObject-time behavior.
LiveEntityCollisionRegistration initial = Assert.IsType(
builder.Build(
entity,
setup,
[],
record.Snapshot,
record.ServerGuid,
record.Generation,
record.WorldEntity!,
record.FinalPhysicsState,
Vector3.Zero));
LiveEntityCollisionBuilder.Register(registry, initial);
ShadowEntry beforeObjDesc = Assert.Single(registry.GetObjectsInCell(Cell));
Assert.True(beforeObjDesc.Flags.HasFlag(EntityCollisionFlags.IsPKLite));
// F1 regression: an ObjDesc (equip/dequip) arrives AFTER the PK
// update. InboundPhysicsStateController.ApplyAcceptedObjDesc merges
// only ModelData/Physics-timestamp fields onto the OLD snapshot;
// ObjectDescriptionFlags carries through from whatever `old` was —
// which must already be live thanks to the snapshot-sync fix.
var update = new ObjDescEvent.Parsed(
Guid,
new CreateObject.ModelData(
0x04000001u,
Array.Empty(),
Array.Empty(),
Array.Empty()),
InstanceSequence: 1,
ObjDescSequence: 2);
Assert.True(runtime.TryApplyObjDesc(update, out WorldSession.EntitySpawn accepted));
Assert.Equal(0x2000008u, accepted.ObjectDescriptionFlags);
Assert.Equal(0x2000008u, record.Snapshot.ObjectDescriptionFlags);
// The appearance-rebuild path: LiveEntityCollisionBuilder.Build runs
// again with the freshly-accepted spawn and the rebuilt collision
// replaces the shadow registration (mirrors
// LiveEntityAppearanceBinding.PrepareCollision/CommitCollision ->
// LiveEntityCollisionBuilder.ReconcileAppearance).
LiveEntityCollisionRegistration rebuilt = Assert.IsType(
builder.Build(
entity,
setup,
[],
accepted,
record.ServerGuid,
record.Generation,
record.WorldEntity!,
record.FinalPhysicsState,
Vector3.Zero));
LiveEntityCollisionBuilder.ReconcileAppearance(
registry, entity.Id, rebuilt, suspendIfNew: false);
ShadowEntry afterObjDesc = Assert.Single(registry.GetObjectsInCell(Cell));
Assert.True(
afterObjDesc.Flags.HasFlag(EntityCollisionFlags.IsPKLite),
"the ObjDesc-triggered appearance rebuild must not revert a live PK-status change");
}
}