using System; using System.Numerics; using AcDream.Core.Physics; using Xunit; using Xunit.Abstractions; namespace AcDream.Core.Tests.Physics; /// /// Mechanism validation for the remote-creature de-overlap redo (#184). /// /// The reported symptom: packed monsters interpenetrate in acdream but barely in retail on /// the SAME ACE. Retail de-overlaps them CLIENT-side by running the collision sweep on every /// remote creature every tick against its neighbours' LIVE positions (the shadow == the /// resolved m_position), with the server position a gentle catch-up target. /// /// The first attempt (reverted commit 9c0849dd) synced the broadphase shadow to the RAW /// server position and never to the resolved body — so each creature de-overlapped against a /// STALE overlapping shadow and any separation was discarded on the next update. These tests /// prove, in Core, the two load-bearing facts BEFORE wiring GameWindow (so we don't spend /// another visual gate on an unproven mechanism): /// /// 1. catch-up (approach the target) + ResolveWithTransition sweep + shadow-follows-resolved /// => two converging creatures SETTLE at contact-distance (sum of radii), not overlapping /// — the PROACTIVE de-overlap (each is stopped short of its overlapping target by its /// neighbour) and PERSISTENCE (the stopped position holds because the shadow tracks it). /// /// 2. the SAME loop WITHOUT the shadow-follows-resolved sync (shadow left at each creature's /// START / server-truth position) => the creatures OVERLAP — proving the sync is /// load-bearing, not a residual (all three Slice-1 reviewers flagged this; it was wrongly /// deferred). /// /// Grounded creature-vs-creature, flat terrain, purely-horizontal convergence so the vertical /// axis is stable and the assertion is about XY separation. Sphere dims = the human Setup /// (R 0.48, capsule top 1.835 — TS-46). Mirrors the Path B sweep call in GameWindow /// (isOnGround, EdgeSlide, self-skip via movingEntityId). /// public class RemoteDeOverlapMechanismTests { private readonly ITestOutputHelper _out; public RemoteDeOverlapMechanismTests(ITestOutputHelper output) => _out = output; private const uint Lb = 0xA9B40000u; private const uint Cell = Lb | 0x0001u; private const float R = 0.48f, H = 1.835f, StepUp = 0.60f, StepDown = 0.60f; private const float ContactDist = 2f * R; // 0.96 m centre-to-centre when just touching private const float GroundZ = R; // foot sphere resting on the flat (Z=0) terrain private const float StepPerTick = 0.03f; // catch-up step magnitude toward the target // The pair freezes at the first-contact position, so the residual overlap at rest is ~one // catch-up step (validate_transition restores curr_pos on the step that would deepen the // overlap). Accept up to ~2 steps of slack; a finer step settles nearer ContactDist. private const float SettleSlack = 2f * StepPerTick + 0.01f; private static PhysicsEngine BuildEngine() { var engine = new PhysicsEngine { DataCache = new PhysicsDataCache() }; engine.AddLandblock(Lb, new TerrainSurface(new byte[81], new float[256]), Array.Empty(), Array.Empty(), 0f, 0f); return engine; } private static void RegisterCreatureAt(PhysicsEngine e, uint id, Vector3 c) => e.ShadowObjects.Register(id, 0u, c, Quaternion.Identity, R, 0f, 0f, Lb, ShadowCollisionType.Sphere, 0f, 1f, 0u, EntityCollisionFlags.IsCreature, isStatic: false); private static PhysicsBody GroundedBody(Vector3 pos) => new PhysicsBody { Position = pos, Orientation = Quaternion.Identity, State = PhysicsStateFlags.ReportCollisions, TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable | TransientStateFlags.Active, Velocity = Vector3.Zero, }; /// One catch-up-step + sweep for one creature; returns the resolved position. private Vector3 StepToward(PhysicsEngine engine, uint id, PhysicsBody body, ref uint cell, Vector3 target) { Vector3 pre = body.Position; Vector3 flatTarget = new Vector3(target.X, target.Y, pre.Z); Vector3 delta = flatTarget - pre; float dist = delta.Length(); Vector3 post = dist <= StepPerTick ? flatTarget : pre + delta / dist * StepPerTick; var r = engine.ResolveWithTransition(pre, post, cell, R, H, StepUp, StepDown, isOnGround: true, body: body, moverFlags: ObjectInfoState.EdgeSlide, movingEntityId: id); body.Position = r.Position; if (r.CellId != 0) cell = r.CellId; return body.Position; } [Fact] public void ConvergingCreatures_WithShadowFollowingResolved_SettleAtContactDistance() { var engine = BuildEngine(); // Two creatures 2 m apart (well clear), each catching up toward the SAME centre point // (10,10) — if either reached it they would coincide (full overlap). The sweep must stop // each short at contact-distance from the other. uint idA = 0xA1u, idB = 0xB2u; var target = new Vector3(10f, 10f, GroundZ); var a = GroundedBody(new Vector3(9f, 10f, GroundZ)); var b = GroundedBody(new Vector3(11f, 10f, GroundZ)); RegisterCreatureAt(engine, idA, a.Position); RegisterCreatureAt(engine, idB, b.Position); uint cellA = Cell, cellB = Cell; float sepAt = 0f; for (int tick = 0; tick < 250; tick++) { // Creature A: catch-up + sweep against B's CURRENT shadow, then sync A's shadow to // the resolved body (retail: change_cell from the resolved m_position). var pa = StepToward(engine, idA, a, ref cellA, target); engine.ShadowObjects.UpdatePosition(idA, pa, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellA); var pb = StepToward(engine, idB, b, ref cellB, target); engine.ShadowObjects.UpdatePosition(idB, pb, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellB); float s = Vector2.Distance(new(a.Position.X, a.Position.Y), new(b.Position.X, b.Position.Y)); if (tick == 200) sepAt = s; // separation snapshot 50 ticks before the end if (tick % 50 == 0 || tick == 249) _out.WriteLine($"tick{tick,3}: A=({a.Position.X:F2},{a.Position.Y:F2}) " + $"B=({b.Position.X:F2},{b.Position.Y:F2}) sep={s:F3}"); } float sep = Vector2.Distance(new(a.Position.X, a.Position.Y), new(b.Position.X, b.Position.Y)); _out.WriteLine($"with-sync final sep={sep:F3} m (contact-distance = {ContactDist:F2} m)"); // The sweep de-overlaps them to a stable equilibrium ~0.10 m inside touching-distance // ("barely overlapping" — the retail look), from a start where, without the sync, they // fully coincide. Assert: clearly de-overlapped (>= 0.80 m, i.e. within ~0.16 of contact) ... Assert.True(sep >= ContactDist - 0.16f, $"converging creatures must de-overlap to near contact-distance; got {sep:F3} m (contact {ContactDist:F2})"); // ... and STABLE (not collapsing back into overlap over the last 50 ticks). Assert.True(MathF.Abs(sep - sepAt) < 0.02f, $"the de-overlapped separation must be stable; drifted {sepAt:F3} -> {sep:F3}"); } [Fact] public void ConvergingCreatures_WithoutShadowSync_Overlap_ProvingTheSyncIsLoadBearing() { var engine = BuildEngine(); uint idA = 0xA1u, idB = 0xB2u; var target = new Vector3(10f, 10f, GroundZ); var a = GroundedBody(new Vector3(9f, 10f, GroundZ)); var b = GroundedBody(new Vector3(11f, 10f, GroundZ)); RegisterCreatureAt(engine, idA, a.Position); RegisterCreatureAt(engine, idB, b.Position); uint cellA = Cell, cellB = Cell; // SAME convergence, but the shadow is NEVER re-synced to the resolved body — it stays at // each creature's START position (the "shadow at server/stale truth" bug). Each creature // sweeps against where its neighbour WAS, not where it IS, so nothing stops them reaching // the shared centre => they end up overlapping. for (int tick = 0; tick < 250; tick++) { StepToward(engine, idA, a, ref cellA, target); StepToward(engine, idB, b, ref cellB, target); } float sep = Vector2.Distance(new(a.Position.X, a.Position.Y), new(b.Position.X, b.Position.Y)); _out.WriteLine($"no-sync final sep={sep:F3} m (contact-distance = {ContactDist:F2} m)"); // Without the sync each creature sweeps against its neighbour's STALE start-position // shadow, so nothing stops them reaching the shared centre => they pack well inside // contact-distance. This is the load-bearing contrast with the synced test above. Assert.True(sep < 0.40f, $"without the shadow-follows-resolved sync the creatures should heavily OVERLAP (< 0.40 m — both reach " + $"the shared centre because each sweeps only its neighbour's stale start-shadow); got {sep:F3} m — " + $"if this fails the sync may not be the mechanism, rethink before wiring"); } /// /// Integration test through the PRODUCTION catch-up driver (the #184 review's /// finding-1 gap): the earlier mechanism tests use a synthetic fixed step, but /// production drives the body from /// → , which has a STALL-BLIP: when /// the body is blocked short of an OVERLAPPING server waypoint (exactly the /// de-overlap equilibrium) it makes no progress, node_fail_counter climbs past 3 /// over ~5-frame windows, and it fires a blip-to-tail (a jump straight AT the /// overlap target) then clears the queue. The concern: if the per-tick sweep does /// not absorb that blip, the monster pops into its neighbour a few times a second. /// This drives the REAL loop (Enqueue at UP cadence + ComputeOffset + sweep + /// shadow-sync) for two creatures converging on a shared point and asserts BOTH /// that they de-overlap AND that no single tick's net move spikes (the sweep /// absorbs every blip — matching retail, which runs the same interp + collision). /// [Fact] public void ConvergingCreatures_RealInterpLoop_DeOverlapsAndAbsorbsTheStallBlip() { var engine = BuildEngine(); uint idA = 0xA1u, idB = 0xB2u; var target = new Vector3(10f, 10f, GroundZ); // shared point → coincide if reached var a = GroundedBody(new Vector3(9f, 10f, GroundZ)); var b = GroundedBody(new Vector3(11f, 10f, GroundZ)); RegisterCreatureAt(engine, idA, a.Position); RegisterCreatureAt(engine, idB, b.Position); uint cellA = Cell, cellB = Cell; var interpA = new InterpolationManager(); var interpB = new InterpolationManager(); var combA = new RemoteMotionCombiner(); var combB = new RemoteMotionCombiner(); const float maxSpeed = 4f; // motion-table max speed → catch-up ≤ 2× = 8 m/s const float dt = 1f / 60f; const int upEvery = 10; // ~6 Hz UpdatePosition cadence float maxSpikeA = 0f, maxSpikeB = 0f; for (int tick = 0; tick < 600; tick++) // 10 s — long enough for many stall-blip cycles { if (tick % upEvery == 0) { // "UpdatePosition": the server keeps reporting the (overlapping) target — // MoveOrTeleport near-branch enqueues it for the catch-up to chase. interpA.Enqueue(target, 0f, isMovingTo: false, currentBodyPosition: a.Position); interpB.Enqueue(target, 0f, isMovingTo: false, currentBodyPosition: b.Position); } var preA = a.Position; a.Position += combA.ComputeOffset(dt, a.Position, Vector3.Zero, a.Orientation, interpA, maxSpeed); var rA = engine.ResolveWithTransition(preA, a.Position, cellA, R, H, StepUp, StepDown, isOnGround: true, body: a, moverFlags: ObjectInfoState.EdgeSlide, movingEntityId: idA); a.Position = rA.Position; if (rA.CellId != 0) cellA = rA.CellId; engine.ShadowObjects.UpdatePosition(idA, a.Position, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellA); var preB = b.Position; b.Position += combB.ComputeOffset(dt, b.Position, Vector3.Zero, b.Orientation, interpB, maxSpeed); var rB = engine.ResolveWithTransition(preB, b.Position, cellB, R, H, StepUp, StepDown, isOnGround: true, body: b, moverFlags: ObjectInfoState.EdgeSlide, movingEntityId: idB); b.Position = rB.Position; if (rB.CellId != 0) cellB = rB.CellId; engine.ShadowObjects.UpdatePosition(idB, b.Position, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellB); // Ignore the initial approach (they start 2 m apart and legitimately move // ~0.13 m/tick); measure the per-tick net move only once they are near the // equilibrium where the stall-blip fires. if (tick > 120) { maxSpikeA = MathF.Max(maxSpikeA, Vector2.Distance(new(a.Position.X, a.Position.Y), new(preA.X, preA.Y))); maxSpikeB = MathF.Max(maxSpikeB, Vector2.Distance(new(b.Position.X, b.Position.Y), new(preB.X, preB.Y))); } } float sep = Vector2.Distance(new(a.Position.X, a.Position.Y), new(b.Position.X, b.Position.Y)); _out.WriteLine($"real-interp: sep={sep:F3} m, maxSpike A={maxSpikeA:F3} B={maxSpikeB:F3}"); Assert.True(sep >= ContactDist - 0.16f, $"real-loop converging creatures must de-overlap to near contact-distance; got {sep:F3} m"); // The stall-blip must be absorbed by the sweep every time — no tick jumps the body // more than a large catch-up step (8 m/s × dt ≈ 0.13 m; allow generous headroom). Assert.True(maxSpikeA < 0.30f && maxSpikeB < 0.30f, $"a stall-blip escaped the sweep (monster popped into its neighbour): " + $"maxSpike A={maxSpikeA:F3} B={maxSpikeB:F3} m (limit 0.30)"); } }