using System.Numerics; using AcDream.App.Input; using AcDream.App.Physics; using AcDream.Core.Physics; using AcDream.Core.Physics.Motion; using DatReaderWriter.Types; using DatEnvCell = DatReaderWriter.DBObjs.EnvCell; namespace AcDream.App.Tests.Input; public sealed class PlayerMovementPlacementTransactionTests { private const uint PlayerGuid = 0x5000_0001u; private const uint TargetGuid = 0x7000_0001u; private const uint PriorCell = 0x0101_0101u; private const uint DestinationCell = 0x0101_0102u; /// /// C5a (2026-08-05) re-point: PlayerMovementController.CommitPreparedPosition /// is deleted (zero production callers — production placement now arms /// the login-entry leash via ArmConstraintLeashAtCommittedPlacement, /// called from RuntimeLocalPlayerPhysicsPublicationState.ArmFirstEntryConstraintLeash /// AFTER RuntimeSetPositionState.TryApplyDormantLocalActivationFinalCommit /// has already published the shared current cell — see that method's /// doc comment). Architecture-review correction (A5, 2026-08-05): the two /// deleted invariants did NOT relocate symmetrically. /// Render-root publish DID move — it happens inside /// RuntimeSetPositionState.TryApplyDormantLocalActivationFinalCommit /// itself, via _physics.Engine.UpdatePlayerCurrCell(result.CellId) /// (RuntimeSetPositionState.cs:2774). /// Sticky-target release did NOT move anywheregrep -rn /// "UnStick" src/AcDream.Runtime/ returns zero call sites on this /// path; the only local-player UnStick left is /// PlayerMovementController.SetPositionCore's /// if (publishSharedState) PositionManager?.UnStick();, and /// PreparePositionForCommit passes publishSharedState: false. /// The unstick-at-first-entry-commit behaviour CommitPreparedPosition /// used to perform is simply gone — it was dead code (the method had zero /// production callers before this slice deleted it), so nothing regresses /// today, but no layer pins the invariant "first-entry commit releases any /// sticky target" any more. That is disposition 3.6's one real coverage /// loss (see the C5a commit message). /// This App-layer fixture (a bare + /// pair, no Runtime activation pipeline) /// cannot drive the Runtime final-commit transaction without /// disproportionate fixture growth — recorded here as the explicit C5a /// scope decision rather than silently dropped. /// What THIS test still proves, unchanged: /// defers the render-root publish exactly as before (controller.CellId /// updates immediately; physics.DataCache.CellGraph.CurrCell and /// the sticky target stay untouched), and the surviving production /// commit-arm, , /// arms the constraint leash without independently touching either — /// neither the render-root publish (a DIFFERENT layer's job now) nor the /// sticky release (nobody's job any more). /// [Fact] public void PreparedPosition_DefersRenderRootPublish_CommitArmsLeashOnly() { PhysicsEngine physics = PhysicsWithCells(PriorCell, DestinationCell); physics.UpdatePlayerCurrCell(PriorCell); var controller = new PlayerMovementController(physics); var hosts = new Dictionary(); IPhysicsObjHost? Resolve(uint id) => hosts.GetValueOrDefault(id); EntityPhysicsHost player = Host(PlayerGuid, Resolve); EntityPhysicsHost target = Host(TargetGuid, Resolve); hosts.Add(PlayerGuid, player); hosts.Add(TargetGuid, target); controller.PositionManager = player.PositionManager; player.PositionManager.StickTo(TargetGuid, 0.5f, 1.8f); controller.PreparePositionForCommit( new Vector3(2f, 3f, 4f), DestinationCell, new Vector3(2f, 3f, 4f)); Assert.Equal(DestinationCell, controller.CellId); Assert.Equal(PriorCell, physics.DataCache!.CellGraph.CurrCell!.Id); Assert.Equal(TargetGuid, player.PositionManager.GetStickyObjectId()); Assert.False(player.PositionManager.IsFullyConstrained()); Assert.Null(player.PositionManager.Constraint); controller.ArmConstraintLeashAtCommittedPlacement(); // The leash is armed... Assert.NotNull(player.PositionManager.Constraint); Assert.True(player.PositionManager.Constraint!.IsConstrained); // ...but the surviving App-layer commit does NOT publish the render // root or release the sticky target — those now happen inside the // Runtime dormant-activation final commit, before this method runs. Assert.Equal(PriorCell, physics.DataCache.CellGraph.CurrCell!.Id); Assert.Equal(TargetGuid, player.PositionManager.GetStickyObjectId()); } private static PhysicsEngine PhysicsWithCells(params uint[] cellIds) { var physics = new PhysicsEngine { DataCache = new PhysicsDataCache() }; foreach (uint cellId in cellIds) { var cellStruct = new CellStruct { VertexArray = new VertexArray { Vertices = new Dictionary(), }, Polygons = new Dictionary(), CellBSP = new CellBSPTree { Root = new CellBSPNode { Type = DatReaderWriter.Enums.BSPNodeType.Leaf, }, }, }; var envCell = new DatEnvCell { CellPortals = [], VisibleCells = [], }; physics.DataCache.CacheCellStruct( cellId, envCell, cellStruct, Matrix4x4.Identity); } return physics; } private static EntityPhysicsHost Host( uint guid, Func resolve) => new( guid, getPosition: () => new AcDream.Core.Physics.Position( PriorCell, Vector3.Zero, Quaternion.Identity), getVelocity: () => Vector3.Zero, getRadius: () => 0.5f, inContact: () => true, minterpMaxSpeed: () => 1f, curTime: () => 0d, physicsTimerTime: () => 0d, getObjectA: resolve, handleUpdateTarget: _ => { }, interruptCurrentMovement: () => { }); }