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)}"); } }