using System;
using System.IO;
using System.Numerics;
using AcDream.Core.Physics;
using DatReaderWriter;
using DatReaderWriter.Options;
using Xunit;
using Xunit.Abstractions;
namespace AcDream.Core.Tests.Conformance;
///
/// P1 decisive evidence — the PRODUCTION-PATH membership conformance. Replays the
/// captured retail doorway golden through the REAL
/// (which builds the global sphere and SWEEPS it), then checks whether the swept
/// CellId matches retail's committed cell. This is the integration test the
/// P0 bare-FindCellList probe could NOT be: the probe fed the resting foot
/// origin with no sweep, so it always reported the cell the foot stood in. Here the
/// engine sweeps prev→curr, so the sphere crosses the doorway exactly as retail's did.
///
/// Diagnostic-first: prints MATCH/DIVERGE per segment so we read the real production
/// behaviour before pinning an assertion. Outcomes (notes
/// docs/research/2026-06-03-p0-conformance-apparatus-notes.md §CORRECTION): production
/// MATCHES → the P0 divergence was a probe artifact; DIVERGES → a real bug to design from.
///
/// Scope here = the INDOOR segments (vestibule 0170 ↔ room 0171), which need only the
/// building-cell cache. The outdoor-involving segments (0031↔0170) need the landcell +
/// building portal and are a follow-up.
///
public class ThresholdPortalCrossingReplayTests
{
private readonly ITestOutputHelper _out;
public ThresholdPortalCrossingReplayTests(ITestOutputHelper output) => _out = output;
// The doorway floor is flat at the captured pz across all transitions.
private const float FloorZ = 94.005f;
private const float SphereRadius = 0.4f;
private const float SphereHeight = 1.2f;
private const float StepUpHeight = 0.4f;
private const float StepDownHeight = 0.1f;
private static (PhysicsEngine, PhysicsDataCache) BuildBuildingEngine(DatCollection dats)
{
var cache = new PhysicsDataCache();
var engine = new PhysicsEngine { DataCache = cache };
for (uint low = 0x016Fu; low <= 0x0175u; low++)
ConformanceDats.LoadEnvCell(dats, cache, ConformanceDats.HoltburgLandblock | low);
// Stub landblock for FindObjCollisions context (flat far-below terrain; the
// indoor BSP path fires first, terrain is never consulted). Matches the
// CellarUpTrajectoryReplay harness pattern.
var heights = new byte[81];
var heightTable = new float[256];
for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
engine.AddLandblock(0xA9B40000u, new TerrainSurface(heights, heightTable),
Array.Empty(), Array.Empty(), 0f, 0f);
return (engine, cache);
}
private static PhysicsBody GroundedBodyAt(Vector3 pos, uint cellId) => new()
{
Position = pos,
Orientation = Quaternion.Identity,
ContactPlaneValid = true,
ContactPlane = new Plane(0f, 0f, 1f, -FloorZ),
ContactPlaneCellId = cellId,
WalkablePolygonValid = true,
WalkablePlane = new Plane(0f, 0f, 1f, -FloorZ),
WalkableVertices = new[]
{
new Vector3(150f, 5f, FloorZ), new Vector3(150f, 20f, FloorZ),
new Vector3(165f, 20f, FloorZ), new Vector3(165f, 5f, FloorZ),
},
WalkableUp = Vector3.UnitZ,
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
};
private static uint Low(uint id) => id & 0xFFFFu;
///
/// P1 conformance gate. Replays the captured retail doorway golden's INDOOR
/// (0170↔0171) crossings through the REAL
/// and asserts acdream's swept
/// CellId equals retail's committed cell on every crossing.
///
/// HISTORY (2026-06-03). With the FIRST capture (find-cell-list-capture.cdb) this read
/// 0/11 and was believed to prove a "membership lags retail" bug needing a swept
/// curr_cell-advance port. That was a CAPTURE ARTIFACT, not a real divergence:
/// CPhysicsObj::SetPositionInternal calls change_cell
/// (acclient_2013_pseudo_c.txt:283456) BEFORE set_frame updates m_position
/// (:283458), so the cdb golden paired THIS frame's new cell with the PREVIOUS frame's
/// position — a deterministic one-frame skew (golden_picked[i] == geom(position[i+1])).
/// Re-capturing with the committed position read from the following set_frame
/// (tools/cdb/find-cell-list-capture-aligned.cdb) makes cell+position align at the same
/// instant, and acdream then matches retail 9/9 with NO code change: acdream's center-only
/// point_in_cell pick at the swept rest position IS retail's true per-frame
/// membership. Both pick with center-only point_in_cell on global_sphere[0]
/// (find_cell_list @ pc:308788-308825); the foot sphere does not lead the foot in XY
/// (cache_global_sphere @ pc:274196). See
/// docs/research/2026-06-03-p1-membership-swept-advance-handoff.md.
///
/// Scope = INDOOR segments (the building-cell cache models these fully). The
/// outdoor-involving 0031↔0170 segments need the landcell + building stab loaded
/// (separate fixture work — verifies the outdoor→indoor entry path).
///
[Fact]
public void ProductionPath_IndoorCrossings_MatchRetail()
{
var datDir = ConformanceDats.ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; }
var fixturePath = Path.Combine(ConformanceDats.FixturesDir, "find-cell-list-threshold.log");
if (!File.Exists(fixturePath)) { _out.WriteLine("SKIP: capture pending"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var (engine, _) = BuildBuildingEngine(dats);
var picks = RetailTrace.ParseAll(File.ReadAllLines(fixturePath));
int match = 0, total = 0;
var failures = new System.Collections.Generic.List();
for (int i = 0; i + 1 < picks.Count; i++)
{
uint fromCell = picks[i].PickedCellId;
uint toCell = picks[i + 1].PickedCellId;
if (Low(fromCell) < 0x100 || Low(toCell) < 0x100) continue; // indoor segments only
var body = GroundedBodyAt(picks[i].Position, fromCell);
var result = engine.ResolveWithTransition(
currentPos: picks[i].Position,
targetPos: picks[i + 1].Position,
cellId: fromCell,
sphereRadius: SphereRadius,
sphereHeight: SphereHeight,
stepUpHeight: StepUpHeight,
stepDownHeight: StepDownHeight,
isOnGround: true,
body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: 0);
bool ok = result.CellId == toCell;
if (ok) match++;
else failures.Add(System.FormattableString.Invariant(
$"0x{Low(fromCell):X4}->0x{Low(toCell):X4}@({picks[i + 1].Position.X:F2},{picks[i + 1].Position.Y:F2}): acdream=0x{Low(result.CellId):X4}"));
total++;
_out.WriteLine(
$"seg 0x{Low(fromCell):X4}->0x{Low(toCell):X4} " +
$"pos=({picks[i].Position.X:F2},{picks[i].Position.Y:F2})->({picks[i + 1].Position.X:F2},{picks[i + 1].Position.Y:F2}) " +
$"acdream=0x{Low(result.CellId):X4} restPos=({result.Position.X:F2},{result.Position.Y:F2},{result.Position.Z:F2}) " +
$"{(ok ? "MATCH" : "DIVERGE")}");
}
_out.WriteLine($"=== production-path indoor crossings: {match}/{total} match retail ===");
Assert.True(total > 0, "no indoor doorway segments found in the golden");
Assert.True(failures.Count == 0,
$"acdream's swept membership diverged on {failures.Count}/{total} indoor doorway " +
$"crossings (retail truth = the aligned golden): {string.Join("; ", failures)}");
}
}