using System;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
using Xunit.Abstractions;
using Plane = System.Numerics.Plane;
namespace AcDream.Core.Tests.Physics;
///
/// Campaign P Slice P3 item 4 (#165): diagnosis-only fixtures discriminating
/// the three candidate mechanisms the research doc
/// (docs/research/2026-07-29-remote-and-world-specials-pseudocode.md
/// §2.4) lists for "remote entities penetrate walls before stopping":
///
/// - (a) the InterpolationManager unclamped stall-fail "tail
/// delta" snap (node_fail_counter > 3) commits a position on
/// the far side of / inside a wall in one tick, and the SAME tick's
/// ResolveWithTransition sweep fails to catch the crossing for a
/// large single-tick delta;
/// - (b) a one-frame skip of the sweep entirely
/// (RuntimeRemotePhysicsUpdater.cs gates the whole resolve on
/// rm.CellId != 0 && LandblockCount > 0) reachable on
/// some tick other than first-spawn;
/// - (c) render/interpolation presentation lag on the App side —
/// out of Core/Runtime scope, not addressed here.
///
///
///
/// No live client, no dat dependency — every fixture here is synthetic
/// geometry driven directly through ,
/// matching the existing /
/// pattern.
///
///
public class Issue165RemoteWallPenetrationDiagnosticTests
{
private readonly ITestOutputHelper _out;
public Issue165RemoteWallPenetrationDiagnosticTests(ITestOutputHelper output) => _out = output;
private const uint TestLandblockId = 0xA9D60000u;
private const uint TestCellId = TestLandblockId | 0x0001u;
private const float SphereRadius = 0.48f;
private const float SphereHeight = 1.835f;
private const float StepUpHeight = 0.4f;
private const float StepDownHeight = 0.4f;
///
/// Candidate (a) discriminator: mirrors
///
/// (30 small 0.08 m steps reaching a creature sphere at Y=11.5, surface
/// contact Y≈10.54) but replaces the 30-tick approach with ONE resolve
/// call spanning the ENTIRE distance in a single tick — exactly what an
/// InterpolationManager unclamped tail-delta snap (the full
/// remaining distance to the queue's tail node, no speed cap) would hand
/// ResolveWithTransition as its targetPos argument.
///
[Fact]
public void SingleLargeTickJumpThroughObstacle_IsStillBlockedAtSurface()
{
var engine = BuildEngine();
RegisterCreatureSphere(engine, 0xC0F0u, 12f, 11.5f); // due north, same as the proven 30-tick test
var body = MakeGroundedBody(new Vector3(12f, 10f, 0f));
// ONE resolve call for the full 2.4 m the 30-tick test covers in
// 0.08 m increments — simulating an unclamped stall-fail snap that
// jumps the remote directly toward (and past) the target node in a
// single tick, rather than a smoothly interpolated approach.
Vector3 farTarget = new(12f, 12.4f, 0f);
var result = engine.ResolveWithTransition(
body.Position, farTarget, TestCellId,
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
isOnGround: true, body: body,
moverFlags: ObjectInfoState.EdgeSlide,
movingEntityId: 0);
_out.WriteLine(
$"single-jump result pos=({result.Position.X:F3},{result.Position.Y:F3},{result.Position.Z:F3}) "
+ $"ok={result.Ok} collisionNormalValid={result.CollisionNormalValid}");
// If the sweep correctly handles a large single-tick delta, the
// result is IDENTICAL in kind to the proven 30-tick test: blocked at
// the sphere surface (Y≈10.54), never past Y=11.02 (the near edge of
// the creature sphere itself, combinedR=0.96 short of full
// interpenetration) — NOT at or past the creature's own center
// (Y=11.5), which would mean the sweep missed the crossing entirely.
Assert.True(
result.Position.Y < 10.7f,
"A single large-tick jump through solid geometry must be blocked "
+ $"at the surface, matching the small-step case; got Y={result.Position.Y:F3}. "
+ "If this fails, candidate (a) (the sweep does not catch large "
+ "single-tick deltas) is CONFIRMED as a contributing #165 mechanism.");
}
///
/// Control for the test above: the SAME single large jump, but with NO
/// obstacle registered — confirms the mover actually reaches the far
/// target when nothing blocks it (proving the previous test's block is
/// really the obstacle, not some unrelated large-distance resolve
/// failure/clamp).
///
[Fact]
public void SingleLargeTickJumpWithNoObstacle_ReachesFarTarget()
{
var engine = BuildEngine();
var body = MakeGroundedBody(new Vector3(12f, 10f, 0f));
Vector3 farTarget = new(12f, 12.4f, 0f);
var result = engine.ResolveWithTransition(
body.Position, farTarget, TestCellId,
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
isOnGround: true, body: body,
moverFlags: ObjectInfoState.EdgeSlide,
movingEntityId: 0);
_out.WriteLine($"unobstructed pos=({result.Position.X:F3},{result.Position.Y:F3})");
Assert.True(
result.Position.Y > 12.2f,
$"An unobstructed large single-tick jump must actually complete; got Y={result.Position.Y:F3}");
}
///
/// Candidate (a), sharper variant: the unclamped snap can also land the
/// PRE-INTEGRATE start point already past/inside the obstacle in a
/// pathological case (e.g. two consecutive stalled ticks). Confirms the
/// sweep also rejects a targetPos that starts ALREADY behind the
/// obstacle's near surface relative to the swept segment — i.e. even a
/// start point inside the creature's overlap zone resolves to a valid,
/// non-penetrating position rather than silently accepting the
/// already-tunneled candidate.
///
[Fact]
public void SingleLargeTickJumpStartingInsideObstacleOverlap_DoesNotAcceptTunneledCandidate()
{
var engine = BuildEngine();
RegisterCreatureSphere(engine, 0xC0F1u, 12f, 11.5f);
// Start already 0.3 m PAST the surface contact point (Y=10.84,
// inside the combined-radius overlap zone starting at Y≈10.54) —
// simulating a start position an earlier unclamped snap already
// over-shot into.
var body = MakeGroundedBody(new Vector3(12f, 10.84f, 0f));
Vector3 farTarget = new(12f, 13f, 0f);
var result = engine.ResolveWithTransition(
body.Position, farTarget, TestCellId,
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
isOnGround: true, body: body,
moverFlags: ObjectInfoState.EdgeSlide,
movingEntityId: 0);
_out.WriteLine(
$"overlap-start result pos=({result.Position.X:F3},{result.Position.Y:F3}) "
+ $"input Y=10.84 (already inside the {0.48f + 0.48f:F2} m combined-radius overlap)");
// Retail's own validate_transition restores curr_pos on a non-clean
// step when starting deep inside overlapping spheres (per the
// physics digest's #184 DO-NOT-RETRY note) — this is NOT a bug to
// chase if the position stays pinned near the start rather than
// sailing through to the far target.
Assert.True(
result.Position.Y < 11.4f,
"A candidate that starts inside a solid obstacle's overlap zone must not "
+ $"sail through to the far target; got Y={result.Position.Y:F3}");
}
private static PhysicsEngine BuildEngine()
{
var cache = new PhysicsDataCache();
var engine = new PhysicsEngine { DataCache = cache };
var heights = new byte[81];
var heightTable = new float[256]; // all zero → terrain Z = 0
engine.AddLandblock(
landblockId: TestLandblockId,
terrain: new TerrainSurface(heights, heightTable),
cells: Array.Empty(),
portals: Array.Empty(),
worldOffsetX: 0f,
worldOffsetY: 0f);
return engine;
}
private static void RegisterCreatureSphere(
PhysicsEngine engine, uint entityId, float x, float y)
{
engine.ShadowObjects.Register(
entityId, gfxObjId: 0u,
new Vector3(x, y, SphereRadius), Quaternion.Identity, SphereRadius,
worldOffsetX: 0f, worldOffsetY: 0f, landblockId: TestLandblockId,
collisionType: ShadowCollisionType.Sphere,
cylHeight: 0f, scale: 1f,
state: 0u,
flags: EntityCollisionFlags.IsCreature,
isStatic: false);
}
private static PhysicsBody MakeGroundedBody(Vector3 position)
{
var floorPlane = new Plane(Vector3.UnitZ, 0f);
var floorVerts = new[]
{
new Vector3(-100f, -100f, 0f),
new Vector3(100f, -100f, 0f),
new Vector3(100f, 100f, 0f),
new Vector3(-100f, 100f, 0f),
};
return new PhysicsBody
{
Position = position,
Orientation = Quaternion.Identity,
ContactPlaneValid = true,
ContactPlane = floorPlane,
ContactPlaneCellId = TestCellId,
WalkablePolygonValid = true,
WalkablePlane = floorPlane,
WalkableVertices = floorVerts,
WalkableUp = Vector3.UnitZ,
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
};
}
}