using System; using System.IO; using System.Numerics; using DatReaderWriter; using DatReaderWriter.DBObjs; using DatReaderWriter.Options; using AcDream.Core.Physics; using Xunit; using Xunit.Abstractions; using Env = System.Environment; using Plane = System.Numerics.Plane; namespace AcDream.Core.Tests.Physics; /// /// #137 corridor-seam replay (2026-07-06) — dat-backed reproduction of the /// Facility Hub phantom hit (launch-175-verify2.log:42858): running +X down /// the corridor, crossing 0x8A02016E → 0x8A02017A at x≈85.25, the live /// client recorded `ok=True hit=yes n=(−1.00,0.03,−0.03)` with full advance, /// persisted the sliding normal, and every later forward resolve absorbed to /// zero (`ok=False hit=no`). /// /// /// Dat facts pinned by : /// neither corridor cell (nor any portal-adjacent neighbor) has a physics /// polygon whose plane matches that normal near the hit point — the recorded /// normal is SYNTHETIC (the negated movement direction), which is exactly /// what slide_sphere's opposing-normals branch records. Retail /// (CSphere::slide_sphere 0x00537440 @0x0053762c) returns /// COLLIDED_TS from that branch; our port returned OK — letting the step /// complete with full advance and the synthetic normal persisted. /// /// /// /// This replay drives the real engine over the real dat cells with the /// live-log positions and player dimensions, and pins: the seam crossing /// must complete WITHOUT persisting a sliding normal, and continued forward /// running must keep advancing (no absorbing wedge). /// /// public class Issue137CorridorSeamReplayTests { private readonly ITestOutputHelper _out; public Issue137CorridorSeamReplayTests(ITestOutputHelper output) => _out = output; private const uint SeamCellWest = 0x8A02016Eu; private const uint SeamCellEast = 0x8A02017Au; private static string? FindDatDir() { var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR") ?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile), "Documents", "Asheron's Call"); return Directory.Exists(datDir) ? datDir : null; } /// /// Hydrate the two seam cells + every portal-adjacent neighbor into a /// PhysicsEngine, exactly as the streaming path does (CacheCellStruct /// with the dat world transform). /// private static PhysicsEngine BuildCorridorEngine(DatCollection dats) { var engine = new PhysicsEngine(); engine.DataCache = new PhysicsDataCache(); var toLoad = new System.Collections.Generic.HashSet { SeamCellWest, SeamCellEast }; foreach (var seed in new[] { SeamCellWest, SeamCellEast }) { var seedCell = dats.Get(seed); Assert.NotNull(seedCell); foreach (var p in seedCell!.CellPortals) toLoad.Add(0x8A020000u | p.OtherCellId); } foreach (var cellId in toLoad) { var envCell = dats.Get(cellId); if (envCell is null) continue; var environment = dats.Get(0x0D000000u | envCell.EnvironmentId); if (environment is null) continue; if (!environment.Cells.TryGetValue(envCell.CellStructure, out var cs)) continue; var rot = new Quaternion( envCell.Position.Orientation.X, envCell.Position.Orientation.Y, envCell.Position.Orientation.Z, envCell.Position.Orientation.W); var world = Matrix4x4.CreateFromQuaternion(rot) * Matrix4x4.CreateTranslation( envCell.Position.Origin.X, envCell.Position.Origin.Y, envCell.Position.Origin.Z); engine.DataCache.CacheCellStruct(cellId, envCell, cs!, world); } return engine; } private static PhysicsBody GroundedBody() { var body = new PhysicsBody(); body.ContactPlaneValid = true; // Corridor floor at world z = −6 → n·p + d = 0 with n = +Z, d = 6. body.ContactPlane = new Plane(Vector3.UnitZ, 6f); body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable; // The live session carried a walkable polygon (walkable=True on every // [resolve] line) — seed the corridor floor slab so the transition's // SetWalkable path runs like live. body.WalkablePolygonValid = true; body.WalkablePlane = new Plane(Vector3.UnitZ, 6f); body.WalkableUp = Vector3.UnitZ; body.WalkableVertices = new[] { new Vector3(75f, -41.67f, -6f), new Vector3(85f, -41.67f, -6f), new Vector3(85f, -38.33f, -6f), new Vector3(75f, -38.33f, -6f), }; return body; } private ResolveResult Resolve(PhysicsEngine engine, PhysicsBody body, Vector3 from, Vector3 to, uint cellId) => engine.ResolveWithTransition( currentPos: from, targetPos: to, cellId: cellId, sphereRadius: 0.48f, // human player, PlayerMovementController:885 sphereHeight: 1.2f, // human player, PlayerMovementController:886 stepUpHeight: 0.4f, // PlayerMovementController defaults stepDownHeight: 0.4f, isOnGround: true, body: body, moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide); [Fact] public void SeamCrossing_DoesNotPersistSyntheticSlidingNormal_AndRunContinues() { var datDir = FindDatDir(); if (datDir is null) { _out.WriteLine("SKIP: dat directory not found"); return; } using var dats = new DatCollection(datDir, DatAccessType.Read); var engine = BuildCorridorEngine(dats); var body = GroundedBody(); // ── The live hit frame verbatim (launch-175-verify2.log:42858) ── var from = new Vector3(84.638f, -39.758f, -6.000f); var to = new Vector3(85.253f, -39.776f, -6.000f); var r1 = Resolve(engine, body, from, to, SeamCellWest); _out.WriteLine($"r1: ok={r1.Ok} out=({r1.Position.X:F3},{r1.Position.Y:F3},{r1.Position.Z:F3}) " + $"cell=0x{r1.CellId:X8} hit={r1.CollisionNormalValid} " + $"n=({r1.CollisionNormal.X:F2},{r1.CollisionNormal.Y:F2},{r1.CollisionNormal.Z:F2}) " + $"bodySliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)} " + $"slidingN=({body.SlidingNormal.X:F2},{body.SlidingNormal.Y:F2},{body.SlidingNormal.Z:F2})"); // The corridor is straight and open: the crossing must not leave the // body carrying a sliding normal (there is no wall to slide on — // Issue137CorridorSeamInspectionTests proved no polygon matches the // live-recorded normal; retail's slide_sphere opposing branch returns // COLLIDED and its validate handling never lets a synthetic // reversed-movement normal survive a clean corridor run). Assert.False(body.TransientState.HasFlag(TransientStateFlags.Sliding), "Crossing the open corridor seam must not persist a sliding " + "normal — the live wedge's entry state (#137 mechanism 2)."); // ── Keep running +X (the live session's held-W frames) ────────── var pos = r1.Position; var cell = r1.CellId; for (int i = 0; i < 6; i++) { var step = new Vector3(0.13f, -0.004f, 0f); // ~run speed per tick, same heading var r = Resolve(engine, body, pos, pos + step, cell); _out.WriteLine($"r{i + 2}: ok={r.Ok} out=({r.Position.X:F3},{r.Position.Y:F3},{r.Position.Z:F3}) " + $"cell=0x{r.CellId:X8} hit={r.CollisionNormalValid} " + $"bodySliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)}"); Assert.True(r.Position.X > pos.X + 0.05f, $"Forward run must keep advancing through the open corridor " + $"(frame {i + 2}: {pos.X:F3} → {r.Position.X:F3}) — zero advance " + $"= the #137 absorbing wedge."); pos = r.Position; cell = r.CellId; } } }