using System.Numerics;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using AcDream.Runtime.Entities;
using AcDream.Runtime.Physics;
namespace AcDream.Runtime.Tests.Physics;
///
/// C4 route 4a: focused tests for the Runtime-owned decision that replaces
/// the two independent per-kind (player-remote / NPC-remote) copies that
/// used to live in LiveEntityNetworkUpdateController. Each test below
/// was verified to actually discriminate its own fix by temporarily
/// reverting the corresponding condition in
/// and confirming the
/// matching test failed, then restoring it — see the route 4a implementation
/// report for the revert/restore log.
///
public sealed class RuntimeRemoteSteadyStatePositionTests
{
private const uint Cell = 0x0101FFFFu;
/// A remote that has already received at least one server
/// sample, so AP-87's firstUp hint is false and the other two
/// conditions are the ones under test.
private static RemoteMotion MakeSampledRemote(Vector3 bodyPosition)
{
var remote = new RemoteMotion();
remote.Body.Position = bodyPosition;
remote.Body.Orientation = Quaternion.Identity;
remote.LastServerPosTime = 1_700_000_000d;
return remote;
}
private static (RemoteMotion Remote, EntityPhysicsHost Host) MakeRemoteWithHost(
Vector3 bodyPosition)
{
RemoteMotion remote = MakeSampledRemote(bodyPosition);
EntityPhysicsHost host = new(
id: 0x70000001u,
getPosition: () => new Position(0x0001u, remote.Body.Position, remote.Body.Orientation),
getVelocity: () => remote.Body.Velocity,
getRadius: () => 0.48f,
inContact: () => remote.Body.InContact,
minterpMaxSpeed: () => null,
curTime: () => 0d,
physicsTimerTime: () => 0d,
getObjectA: _ => null,
handleUpdateTarget: _ => { },
interruptCurrentMovement: () => { });
remote.BindCanonicalRuntime(
() => host,
() => 0x0001u,
_ => { });
remote.MarkFullPhysicsHostBound();
return (remote, host);
}
// ── AP-87 (register row, carried forward) ──────────────────────────────
[Fact]
public void ApplyInterpolate_BodyFarFromTarget_SnapsRatherThanEnqueues()
{
// AP-87's load-bearing condition: |Body.Position - worldPos| > 4 m.
// An unplaced body (spawn-seed origin) must SNAP, never enqueue —
// enqueuing here is exactly the #184 invisible-but-solid regression
// this backstop exists to prevent.
RemoteMotion remote = MakeSampledRemote(new Vector3(0f, 0f, 0f));
var target = new Vector3(50f, 0f, 0f); // 50 m away — far beyond 4 m.
RuntimeRemoteSteadyStatePosition.Action action =
RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
remote,
target,
Quaternion.Identity,
isMovingTo: false,
willBeDrTicked: true);
Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Snapped, action);
Assert.Equal(target, remote.Body.Position);
}
[Fact]
public void ApplyInterpolate_NotDrTicked_SnapsEvenWhenClose()
{
// AP-87's second condition: !willBeDrTicked. A body with no consumer
// to walk the queue must snap even for a 1 m correction, or it never
// reaches the target at all.
RemoteMotion remote = MakeSampledRemote(new Vector3(10f, 10f, 5f));
var target = new Vector3(10.5f, 10f, 5f); // 0.5 m — well within 4 m.
RuntimeRemoteSteadyStatePosition.Action action =
RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
remote,
target,
Quaternion.Identity,
isMovingTo: false,
willBeDrTicked: false);
Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Snapped, action);
Assert.Equal(target, remote.Body.Position);
}
[Fact]
public void ApplyInterpolate_FirstUpBeforeAnyServerSample_Snaps()
{
// AP-87's third condition, carried forward from the NPC copy rather
// than silently dropped: a remote that has never been stamped with a
// server sample snaps even when both other conditions are benign.
// Structurally unreachable for player remotes, whose caller stamps
// LastServerPosTime before it routes — which is exactly why keeping
// it costs the player arm nothing.
var remote = new RemoteMotion();
remote.Body.Position = new Vector3(10f, 10f, 5f);
remote.Body.Orientation = Quaternion.Identity;
Assert.Equal(0d, remote.LastServerPosTime);
var target = new Vector3(10.5f, 10f, 5f);
RuntimeRemoteSteadyStatePosition.Action action =
RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
remote,
target,
Quaternion.Identity,
isMovingTo: false,
willBeDrTicked: true);
Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Snapped, action);
Assert.Equal(target, remote.Body.Position);
}
[Fact]
public void ApplyInterpolate_NearAndDrTicked_EnqueuesWithoutTouchingBodyPosition()
{
// The ordinary retail near case: no AP-87 condition holds, so the
// body is queued for the per-tick catch-up, not hard-snapped.
RemoteMotion remote = MakeSampledRemote(new Vector3(10f, 10f, 5f));
var target = new Vector3(10.5f, 10f, 5f);
RuntimeRemoteSteadyStatePosition.Action action =
RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
remote,
target,
Quaternion.Identity,
isMovingTo: false,
willBeDrTicked: true);
Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Enqueued, action);
// The body itself is not hard-moved by the enqueue path — the
// per-tick InterpolationManager/adjust_offset chain walks it there.
Assert.Equal(new Vector3(10f, 10f, 5f), remote.Body.Position);
}
///
/// TS-44 stays an NPC-only CALLER gate: the seam itself is the
/// kind-agnostic retail decision, so a sticky-armed host does NOT change
/// what it does. Folding the sticky check in here would have silently
/// extended TS-44 to player remotes, which have never had one.
///
[Fact]
public void ApplyInterpolate_IsIndifferentToTheStickyLease()
{
(RemoteMotion remote, EntityPhysicsHost host) = MakeRemoteWithHost(
new Vector3(0f, 0f, 0f));
host.PositionManager.StickTo(objectId: 0x70000002u, radius: 1f, height: 1f);
Assert.NotEqual(0u, host.PositionManager.GetStickyObjectId());
RuntimeRemoteSteadyStatePosition.Action action =
RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
remote,
new Vector3(50f, 0f, 0f),
Quaternion.Identity,
isMovingTo: false,
willBeDrTicked: true);
Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Snapped, action);
}
// ── Per-entity currency ─────────────────────────────────────────────────
// Contract item 4: N remotes, no shared pending slot — unlike route 2's
// single-slot RuntimeAcceptedPositionDriveController, this decision
// carries no state of its own between calls. Two remotes classified in
// the same tick must not observe or mutate each other.
[Fact]
public void TwoRemotesInTheSameTick_ApplyIndependentlyWithNoCrossContamination()
{
RemoteMotion farRemote = MakeSampledRemote(new Vector3(0f, 0f, 0f)); // will snap.
RemoteMotion nearRemote = MakeSampledRemote(new Vector3(10f, 10f, 5f)); // will enqueue.
RuntimeRemoteSteadyStatePosition.Action farAction =
RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
farRemote,
new Vector3(50f, 0f, 0f),
Quaternion.Identity,
isMovingTo: false,
willBeDrTicked: true);
RuntimeRemoteSteadyStatePosition.Action nearAction =
RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
nearRemote,
new Vector3(10.5f, 10f, 5f),
Quaternion.Identity,
isMovingTo: false,
willBeDrTicked: true);
Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Snapped, farAction);
Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Enqueued, nearAction);
Assert.Equal(new Vector3(50f, 0f, 0f), farRemote.Body.Position);
// nearRemote's body is untouched by farRemote's snap — no shared state.
Assert.Equal(new Vector3(10f, 10f, 5f), nearRemote.Body.Position);
}
// ── Ownership: exactly two dispositions, everything else falls through ──
[Fact]
public void OwnsSteadyState_IsTrueForExactlyTheTwoNoPlacementDispositions()
{
Assert.True(RuntimeRemoteSteadyStatePosition.OwnsSteadyState(
Classify(hasContact: false, playerDistance: 1f)));
Assert.True(RuntimeRemoteSteadyStatePosition.OwnsSteadyState(
Classify(hasContact: true, playerDistance: 10f)));
}
[Theory]
// Far (>=96 m) — SetPositionSimple, route 4b.
[InlineData(true, 200f, Cell, 10, 10, PositionTimestampDisposition.Apply)]
// Cell-less canonical body — SetPosition, route 4b.
[InlineData(true, 10f, 0u, 10, 10, PositionTimestampDisposition.Apply)]
// Fresh TELEPORT_TS — SetPosition, route 4b.
[InlineData(true, 10f, Cell, 10, 11, PositionTimestampDisposition.Apply)]
// Rejected admission — RejectedAuthority.
[InlineData(true, 10f, Cell, 10, 10, PositionTimestampDisposition.Rejected)]
// Nonfinite derived distance — RejectedData.
[InlineData(true, float.NaN, Cell, 10, 10, PositionTimestampDisposition.Apply)]
public void OwnsSteadyState_IsFalseForEveryOtherClassification(
bool hasContact,
float playerDistance,
uint committedCellId,
ushort previousTeleport,
ushort acceptedTeleport,
PositionTimestampDisposition disposition)
{
RuntimeAuthoritativePositionRoute route = Classify(
hasContact,
playerDistance,
committedCellId,
previousTeleport,
acceptedTeleport,
disposition);
Assert.NotEqual(
RuntimeAuthoritativePositionDisposition.Interpolate,
route.Disposition);
Assert.NotEqual(
RuntimeAuthoritativePositionDisposition.NoPositionOperation,
route.Disposition);
Assert.False(RuntimeRemoteSteadyStatePosition.OwnsSteadyState(route));
}
[Fact]
public void OwnsSteadyState_IsFalseWhenNothingWasClassified()
{
// A null route is "route 4a has no opinion" — the legacy path runs
// completely unchanged, exactly as its doc comment claims.
Assert.False(RuntimeRemoteSteadyStatePosition.OwnsSteadyState(null));
Assert.False(RuntimeRemoteSteadyStatePosition.IsAirborneNoOperation(null));
Assert.False(RuntimeRemoteSteadyStatePosition.IsNearInterpolate(null));
}
// ── D2: ConstrainTo timing/anchor ───────────────────────────────────────
[Fact]
public void ArmConstraintAfterOperation_AnchorsToTheHostsCurrentLivePosition()
{
(RemoteMotion remote, EntityPhysicsHost host) = MakeRemoteWithHost(
new Vector3(1f, 2f, 3f));
// Simulate the operation having already moved the body (a Snapped
// outcome) BEFORE ConstrainTo arms — D2 requires the anchor to read
// the POST-move position, never the pre-move one.
remote.Body.Position = new Vector3(9f, 9f, 9f);
RuntimeRemoteSteadyStatePosition.ArmConstraintAfterOperation(host);
ConstraintManager? constraint = host.PositionManager.Constraint;
Assert.NotNull(constraint);
Assert.True(constraint!.IsConstrained);
Assert.Equal(new Vector3(9f, 9f, 9f), constraint.ConstraintPos.Frame.Origin);
// Anchored to itself at arm time -> zero initial offset, matching
// retail's per-packet re-anchor.
Assert.Equal(0f, constraint.ConstraintPosOffset, 3);
}
///
/// C4 route 4b-3 (D4): the complete arm-count partition, proof obligation
/// 3 — one assertion per row of the contract's partition table, on the
/// OBSERVABLE (whether ConstrainTo actually armed), not the code
/// shape.
/// and
/// arm unconditionally (retail discards the placement error and returns
/// 1 either way, @0x00516438/@0x005163E8);
/// arms
/// too — it is only ever reached here when the caller's free-flight
/// carve-out has already confirmed the body is in contact; only
///
/// does not (retail's arg4 == 0 branch returns 0 @0x0051636D).
///
[Theory]
[InlineData("TeleportPlacement", true)]
[InlineData("FarSnapPlacement", true)]
[InlineData("NearInterpolate", true)]
[InlineData("UnroutedCatchUp", true)]
[InlineData("AirborneNoOperation", false)]
public void TryArmConstraintAfterOperation_MatchesTheCompletePartition(
string armName,
bool expectedArmed)
{
// RuntimeRemoteAcceptedPositionArm is internal; xUnit's [InlineData]
// requires public-visible argument types, so the arm travels as its
// name and is parsed back here.
var arm = (RuntimeRemoteAcceptedPositionArm)Enum.Parse(
typeof(RuntimeRemoteAcceptedPositionArm), armName);
(RemoteMotion remote, EntityPhysicsHost host) = MakeRemoteWithHost(
new Vector3(1f, 2f, 3f));
bool armed = RuntimeRemoteSteadyStatePosition
.TryArmConstraintAfterOperation(arm, remote);
Assert.Equal(expectedArmed, armed);
Assert.Equal(
expectedArmed,
host.PositionManager.Constraint?.IsConstrained == true);
}
private static RuntimeAuthoritativePositionRoute Classify(
bool hasContact,
float playerDistance,
uint committedCellId = Cell,
ushort previousTeleport = 10,
ushort acceptedTeleport = 10,
PositionTimestampDisposition disposition =
PositionTimestampDisposition.Apply) =>
RuntimeAuthoritativePositionRouteClassifier.ClassifyAcceptedPosition(
new RuntimeAcceptedPositionRouteRequest(
new RuntimeAuthoritativePositionAuthority(
new RuntimeGenerationToken(7),
new RuntimeEntityKey(0x70000001u, 3),
PositionAuthorityVersion: 11UL,
AcceptedPositionSequence: 20,
previousTeleport,
acceptedTeleport,
disposition),
RuntimePositionEntityKind.Remote,
RuntimeAcceptedPositionSource.PositionEvent,
new CreateObject.ServerPosition(
Cell, 10f, 20f, 30f, 1f, 0f, 0f, 0f),
PlacementFrame: 0u,
PositionPackVelocity: Vector3.Zero,
committedCellId,
hasContact,
playerDistance,
UsePositionFromServer: false,
HasAnimations: false,
default));
}