using System;
using System.IO;
using System.Linq;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Options;
using Xunit;
using Xunit.Abstractions;
using Env = System.Environment;
namespace AcDream.Core.Tests.Physics;
///
/// A6.P4 door fix (2026-05-24) — read-only dat inspection. Opens
/// the real client dat collection and reports the raw state of door
/// Setup 0x020019FF + its three referenced GfxObjs (0x010044B5 and
/// 0x010044B6 used twice). Answers the question "does the leaf GfxObj
/// 0x010044B6 actually have a non-null PhysicsBSP in the dat, or is it
/// genuinely visual-only?" without going through PhysicsDataCache's
/// four early-return filters, and without launching the live client.
///
///
/// SKIP if ACDREAM_DAT_DIR (or the default
/// %USERPROFILE%\Documents\Asheron's Call directory) isn't present —
/// keeps CI green. Local developer runs always have it.
///
///
public class DoorSetupGfxObjInspectionTests
{
private readonly ITestOutputHelper _out;
public DoorSetupGfxObjInspectionTests(ITestOutputHelper output) => _out = output;
private const uint DoorSetupId = 0x020019FFu;
///
/// Read door setup 0x020019FF and every GfxObj id it references.
/// Emits a structured report so we can decide whether the "BSP=null
/// on 0x010044B6" handoff finding is a data fact or a load-order /
/// loader-bug artifact.
///
[Fact]
public void DoorSetup_AndParts_DatInspection()
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
if (!Directory.Exists(datDir))
{
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var setup = dats.Get(DoorSetupId);
Assert.NotNull(setup);
_out.WriteLine($"=== Setup 0x{DoorSetupId:X8} ===");
_out.WriteLine($" Flags = {setup!.Flags} (0x{(uint)setup.Flags:X8})");
_out.WriteLine($" Radius = {setup.Radius:F4}");
_out.WriteLine($" Height = {setup.Height:F4}");
_out.WriteLine($" StepUp = {setup.StepUpHeight:F4}");
_out.WriteLine($" StepDown = {setup.StepDownHeight:F4}");
_out.WriteLine($" CylSpheres = {setup.CylSpheres.Count}");
for (int i = 0; i < setup.CylSpheres.Count; i++)
{
var c = setup.CylSpheres[i];
_out.WriteLine($" [{i}] r={c.Radius:F4} h={c.Height:F4} origin=({c.Origin.X:F3},{c.Origin.Y:F3},{c.Origin.Z:F3})");
}
_out.WriteLine($" Spheres = {setup.Spheres.Count}");
for (int i = 0; i < setup.Spheres.Count; i++)
{
var s = setup.Spheres[i];
_out.WriteLine($" [{i}] r={s.Radius:F4} origin=({s.Origin.X:F3},{s.Origin.Y:F3},{s.Origin.Z:F3})");
}
_out.WriteLine($" Parts = {setup.Parts.Count}");
for (int i = 0; i < setup.Parts.Count; i++)
{
_out.WriteLine($" [{i}] gfxObj=0x{setup.Parts[i]:X8}");
}
_out.WriteLine($" PlacementFrames = {setup.PlacementFrames.Count}");
foreach (var kv in setup.PlacementFrames)
{
_out.WriteLine($" [{kv.Key}] frameCount={kv.Value.Frames.Count}");
for (int i = 0; i < kv.Value.Frames.Count; i++)
{
var f = kv.Value.Frames[i];
_out.WriteLine($" frame[{i}] pos=({f.Origin.X:F3},{f.Origin.Y:F3},{f.Origin.Z:F3}) " +
$"rot=({f.Orientation.X:F3},{f.Orientation.Y:F3},{f.Orientation.Z:F3},{f.Orientation.W:F3})");
}
}
_out.WriteLine($" HoldingLocations = {setup.HoldingLocations.Count}");
// Inspect each unique part GfxObj.
var uniqueGfxIds = setup.Parts.Distinct().ToList();
foreach (uint gfxId in uniqueGfxIds)
{
_out.WriteLine("");
InspectGfxObj(dats, gfxId);
}
_out.WriteLine("");
_out.WriteLine("=== Cache predicate would skip a part if: ===");
_out.WriteLine(" !Flags.HasFlag(HasPhysics) OR PhysicsBSP?.Root is null OR VertexArray is null");
_out.WriteLine("(See src/AcDream.Core/Physics/PhysicsDataCache.cs:44-47)");
}
private void InspectGfxObj(DatCollection dats, uint gfxId)
{
_out.WriteLine($"=== GfxObj 0x{gfxId:X8} ===");
var gfx = dats.Get(gfxId);
if (gfx is null)
{
_out.WriteLine($" Get(0x{gfxId:X8}) returned NULL — dat reader couldn't load");
return;
}
_out.WriteLine($" Flags = {gfx.Flags} (0x{(uint)gfx.Flags:X8})");
_out.WriteLine($" HasPhysics = {gfx.Flags.HasFlag(GfxObjFlags.HasPhysics)}");
_out.WriteLine($" HasDIDDegrade = {gfx.Flags.HasFlag(GfxObjFlags.HasDIDDegrade)}");
_out.WriteLine($" VertexArray = {(gfx.VertexArray is null ? "NULL" : $"non-null, {gfx.VertexArray.Vertices?.Count ?? 0} vertices")}");
_out.WriteLine($" PhysicsPolygons = {(gfx.PhysicsPolygons is null ? "NULL" : $"{gfx.PhysicsPolygons.Count} polys")}");
_out.WriteLine($" PhysicsBSP = {(gfx.PhysicsBSP is null ? "NULL" : "non-null")}");
if (gfx.PhysicsBSP is not null)
{
_out.WriteLine($" PhysicsBSP.Root = {(gfx.PhysicsBSP.Root is null ? "NULL" : "non-null")}");
if (gfx.PhysicsBSP.Root is { } root)
{
_out.WriteLine($" Root.Type = {root.Type}");
_out.WriteLine($" Root.Polygons = {root.Polygons?.Count ?? 0}");
_out.WriteLine($" Root.PosNode = {(root.PosNode is null ? "null" : "non-null")}");
_out.WriteLine($" Root.NegNode = {(root.NegNode is null ? "null" : "non-null")}");
var bs = root.BoundingSphere;
if (bs is null)
_out.WriteLine(" Root.BoundingSphere = null");
else
_out.WriteLine($" Root.BoundingSphere = ({bs.Origin.X:F3},{bs.Origin.Y:F3},{bs.Origin.Z:F3}) r={bs.Radius:F3}");
// Walk the tree to count total polygons.
int totalPolys = CountTotalPolys(root);
_out.WriteLine($" BSP tree total polys (including children) = {totalPolys}");
}
}
_out.WriteLine($" Polygons (visual) = {(gfx.Polygons is null ? "NULL" : $"{gfx.Polygons.Count} polys")}");
if (gfx.DrawingBSP is null)
{
_out.WriteLine($" DrawingBSP = NULL");
}
else
{
_out.WriteLine($" DrawingBSP = non-null");
_out.WriteLine($" DrawingBSP.Root = {(gfx.DrawingBSP.Root is null ? "NULL" : "non-null")}");
}
// If physics data is present, dump first few polygon AABBs in local frame
// — these tell us WHERE collision-bearing geometry sits relative to the
// door entity origin (helps distinguish "frame top above doorway" vs
// "leaf spanning the threshold").
if (gfx.PhysicsPolygons is { Count: > 0 } polys
&& gfx.VertexArray?.Vertices is { } verts && verts.Count > 0)
{
_out.WriteLine($" PhysicsPolygon AABB sweep (first 6 polys):");
int dumped = 0;
foreach (var (pid, p) in polys)
{
if (dumped++ >= 6) break;
float minX = float.MaxValue, minY = float.MaxValue, minZ = float.MaxValue;
float maxX = float.MinValue, maxY = float.MinValue, maxZ = float.MinValue;
int nVerts = p.VertexIds.Count;
for (int i = 0; i < nVerts; i++)
{
if (!verts.TryGetValue((ushort)p.VertexIds[i], out var sv)) { nVerts = -1; break; }
var v = sv.Origin;
if (v.X < minX) minX = v.X;
if (v.Y < minY) minY = v.Y;
if (v.Z < minZ) minZ = v.Z;
if (v.X > maxX) maxX = v.X;
if (v.Y > maxY) maxY = v.Y;
if (v.Z > maxZ) maxZ = v.Z;
}
if (nVerts < 0) { _out.WriteLine($" [0x{pid:X4}] vertex lookup failed"); continue; }
_out.WriteLine($" [0x{pid:X4}] nVerts={nVerts} sides={p.SidesType} " +
$"min=({minX:F3},{minY:F3},{minZ:F3}) max=({maxX:F3},{maxY:F3},{maxZ:F3})");
}
if (polys.Count > 6)
_out.WriteLine($" ... ({polys.Count - 6} more)");
// Total physics polygon AABB
float gMinX = float.MaxValue, gMinY = float.MaxValue, gMinZ = float.MaxValue;
float gMaxX = float.MinValue, gMaxY = float.MinValue, gMaxZ = float.MinValue;
foreach (var (_, p) in polys)
{
int nVerts = p.VertexIds.Count;
for (int i = 0; i < nVerts; i++)
{
if (!verts.TryGetValue((ushort)p.VertexIds[i], out var sv)) continue;
var v = sv.Origin;
if (v.X < gMinX) gMinX = v.X;
if (v.Y < gMinY) gMinY = v.Y;
if (v.Z < gMinZ) gMinZ = v.Z;
if (v.X > gMaxX) gMaxX = v.X;
if (v.Y > gMaxY) gMaxY = v.Y;
if (v.Z > gMaxZ) gMaxZ = v.Z;
}
}
_out.WriteLine($" PhysicsPolygons combined AABB: min=({gMinX:F3},{gMinY:F3},{gMinZ:F3}) max=({gMaxX:F3},{gMaxY:F3},{gMaxZ:F3})");
_out.WriteLine($" size=({gMaxX - gMinX:F3},{gMaxY - gMinY:F3},{gMaxZ - gMinZ:F3})");
}
}
private static int CountTotalPolys(DatReaderWriter.Types.PhysicsBSPNode node)
{
int n = node.Polygons?.Count ?? 0;
if (node.PosNode is not null) n += CountTotalPolys(node.PosNode);
if (node.NegNode is not null) n += CountTotalPolys(node.NegNode);
return n;
}
// ── A6.P4 door bug (2026-05-24, apparatus-replay extension) ──
// Dat-direct EnvCell portal inspection. The trajectory-replay
// harness (DoorBugTrajectoryReplayTests) proved the door BSP is
// never queried at indoor primary cell 0xA9B40150 — no [bsp-test]
// line fires because GetNearbyObjects returns zero shadows. The
// CellTransit.FindCellSet portal traversal isn't surfacing
// outdoor cell 0xA9B40029 from indoor cell 0xA9B40150. This test
// reads the relevant cells' raw portal lists from the dat so we
// can determine whether:
// (a) cell 0xA9B40150 has NO portal with OtherCellId=0xFFFF
// (no exit-portal → exitOutside is never set → bug is in
// the building-shell-transit path, not the cell-graph)
// (b) cell 0xA9B40150 HAS such a portal but FindTransitCellsSphere's
// sphere-vs-plane test rejects it at the player's position
// (c) the portal exists and fires correctly, but AddAllOutsideCells
// computes a different outdoor cell than 0xA9B40029
// Findings drive the fix direction.
[Fact]
public void HoltburgCottage_CellPortals_DatInspection()
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
if (!Directory.Exists(datDir))
{
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
// Cells from the captured walkthrough:
// 0xA9B40150 — indoor doorway cell (failing tick primary cell)
// 0xA9B4013F — indoor cottage interior cell (player started here)
// 0xA9B40029 — outdoor cell where door is registered
var cellIds = new uint[] { 0xA9B40150u, 0xA9B4013Fu, 0xA9B40029u };
foreach (uint cellId in cellIds)
{
_out.WriteLine("");
InspectCell(dats, cellId);
}
}
///
/// A6.P4 door inside-out (2026-05-25 late) — inspects LandBlockInfo
/// 0xA9B4FFFE to identify all static entities at the Holtburg
/// cottage doorway area. The captured walkthrough has sphere at
/// world (133.655, 17.59) — no cottage GfxObj polys exist there.
/// Maybe a different entity (stab object, second cottage GfxObj,
/// building wall sub-piece) lives at that XY.
///
[Fact]
public void HoltburgLandblockStatics_DatInspection()
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
if (!Directory.Exists(datDir))
{
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
// Landblock 0xA9B4 — the captured Holtburg cottage area.
// LandBlockInfo id = (landblockId & 0xFFFF0000) | 0xFFFE
var lbInfo = dats.Get(0xA9B4FFFEu);
if (lbInfo is null)
{
_out.WriteLine("LandBlockInfo 0xA9B4FFFE: NULL");
return;
}
_out.WriteLine($"=== LandBlockInfo 0xA9B4FFFE ===");
_out.WriteLine($" NumCells = {lbInfo.NumCells}");
_out.WriteLine($" Objects = {lbInfo.Objects.Count} (landblock stabs)");
_out.WriteLine($" Buildings = {lbInfo.Buildings.Count}");
// The captured walkthrough sphere position.
const float SphereX = 133.655f;
const float SphereY = 17.59f;
const float Window = 4f; // search window
_out.WriteLine("");
_out.WriteLine($"=== Stabs (Objects) within {Window} m of sphere XY ({SphereX:F2}, {SphereY:F2}) ===");
int stabHits = 0;
for (int i = 0; i < lbInfo.Objects.Count; i++)
{
var stab = lbInfo.Objects[i];
float dx = stab.Frame.Origin.X - SphereX;
float dy = stab.Frame.Origin.Y - SphereY;
float dist = MathF.Sqrt(dx * dx + dy * dy);
if (dist > Window) continue;
stabHits++;
_out.WriteLine($" [{i}] id=0x{stab.Id:X8} pos=({stab.Frame.Origin.X:F3},{stab.Frame.Origin.Y:F3},{stab.Frame.Origin.Z:F3}) dist={dist:F3}");
}
_out.WriteLine($" Total stab hits: {stabHits}");
_out.WriteLine("");
_out.WriteLine($"=== ALL Buildings (sorted by distance to sphere) ===");
var buildings = lbInfo.Buildings
.Select((b, i) => new {
Idx = i, B = b,
Dist = MathF.Sqrt(
(b.Frame.Origin.X - SphereX) * (b.Frame.Origin.X - SphereX) +
(b.Frame.Origin.Y - SphereY) * (b.Frame.Origin.Y - SphereY))
})
.OrderBy(x => x.Dist)
.Take(6)
.ToList();
foreach (var x in buildings)
{
_out.WriteLine($" [{x.Idx}] modelId=0x{x.B.ModelId:X8} pos=({x.B.Frame.Origin.X:F3},{x.B.Frame.Origin.Y:F3},{x.B.Frame.Origin.Z:F3}) dist={x.Dist:F3} portals={x.B.Portals.Count} numLeaves={x.B.NumLeaves}");
}
}
private void InspectCell(DatCollection dats, uint cellId)
{
string typeLabel = (cellId & 0xFFFFu) >= 0x0100u ? "indoor" : "outdoor";
_out.WriteLine($"=== Cell 0x{cellId:X8} (low=0x{cellId & 0xFFFFu:X4}, type={typeLabel}) ===");
bool ok = dats.TryGet(cellId, out var envCell);
if (!ok || envCell is null)
{
_out.WriteLine($" TryGet(0x{cellId:X8}) returned false (not in dat or wrong type — outdoor cells use LandBlockInfo, not EnvCell)");
return;
}
_out.WriteLine($" Flags = 0x{(uint)envCell.Flags:X8}");
_out.WriteLine($" Position.Origin= ({envCell.Position.Origin.X:F3},{envCell.Position.Origin.Y:F3},{envCell.Position.Origin.Z:F3})");
var q = envCell.Position.Orientation;
_out.WriteLine($" Position.Rot = ({q.X:F4},{q.Y:F4},{q.Z:F4},{q.W:F4})");
_out.WriteLine($" EnvironmentId = 0x{envCell.EnvironmentId:X8}");
_out.WriteLine($" CellStructure = 0x{envCell.CellStructure:X8}");
_out.WriteLine($" StaticObjects = {envCell.StaticObjects.Count}");
_out.WriteLine($" VisibleCells = {envCell.VisibleCells.Count}");
_out.WriteLine($" CellPortals = {envCell.CellPortals.Count}");
for (int i = 0; i < envCell.CellPortals.Count; i++)
{
var p = envCell.CellPortals[i];
string otherIdStr = p.OtherCellId == 0xFFFFu
? "0xFFFF (EXIT-OUTSIDE)"
: $"0x{p.OtherCellId:X4} (other-indoor)";
_out.WriteLine($" [{i}] otherCellId={otherIdStr} polyId=0x{p.PolygonId:X4} flags=0x{(uint)p.Flags:X4}");
}
// Resolve the CellStruct (via Environment) so we can inspect the
// portal polygons' plane equations. The plane equation is what
// CellTransit.FindTransitCellsSphere tests the sphere against; if
// the test wrongly rejects, the door is invisible.
// Environment dat IDs are prefixed with 0x0D000000 — see
// GameWindow.cs:5388 (`0x0D000000u | envCell.EnvironmentId`).
bool envOk = dats.TryGet(
0x0D000000u | envCell.EnvironmentId, out var environment);
if (!envOk || environment is null)
{
_out.WriteLine($" Environment 0x{envCell.EnvironmentId:X8} NOT loadable");
return;
}
if (!environment.Cells.TryGetValue(envCell.CellStructure, out var cellStruct))
{
_out.WriteLine($" Environment.Cells[0x{envCell.CellStructure:X8}] NOT present");
return;
}
_out.WriteLine($" CellStruct verts = {cellStruct.VertexArray?.Vertices.Count ?? 0}");
_out.WriteLine($" CellStruct polygons = {cellStruct.Polygons?.Count ?? 0} (visible)");
_out.WriteLine($" CellStruct physicsPolys = {cellStruct.PhysicsPolygons?.Count ?? 0}");
// Dump ALL physics polygons (collision walls/floor) in world frame
// so we can see what blocks a sphere at world (133.655, 17.59).
_out.WriteLine($" CellStruct PHYSICS polys (world frame):");
var cellOrigin = envCell.Position.Origin;
var cellRot = envCell.Position.Orientation;
for (int pi = 0; pi < cellStruct.PhysicsPolygons.Count; pi++)
{
var (pid, poly) = (cellStruct.PhysicsPolygons.Keys.ElementAt(pi),
cellStruct.PhysicsPolygons.Values.ElementAt(pi));
float wxMin = float.MaxValue, wxMax = float.MinValue;
float wyMin = float.MaxValue, wyMax = float.MinValue;
float wzMin = float.MaxValue, wzMax = float.MinValue;
foreach (var vid in poly.VertexIds)
{
if (!cellStruct.VertexArray.Vertices.TryGetValue((ushort)vid, out var sv)) continue;
var rotated = System.Numerics.Vector3.Transform(sv.Origin, cellRot);
var world = cellOrigin + rotated;
if (world.X < wxMin) wxMin = world.X; if (world.X > wxMax) wxMax = world.X;
if (world.Y < wyMin) wyMin = world.Y; if (world.Y > wyMax) wyMax = world.Y;
if (world.Z < wzMin) wzMin = world.Z; if (world.Z > wzMax) wzMax = world.Z;
}
_out.WriteLine($" [{pi}=0x{pid:X4}] sides={poly.SidesType} " +
$"X=[{wxMin:F3},{wxMax:F3}] Y=[{wyMin:F3},{wyMax:F3}] Z=[{wzMin:F3},{wzMax:F3}]");
}
// Dump the plane of each portal polygon (the planes
// FindTransitCellsSphere tests the sphere center against).
for (int i = 0; i < envCell.CellPortals.Count; i++)
{
var p = envCell.CellPortals[i];
if (cellStruct.Polygons is null
|| !cellStruct.Polygons.TryGetValue(p.PolygonId, out var poly))
{
_out.WriteLine($" PortalPoly[{i}=0x{p.PolygonId:X4}] NOT present in CellStruct.Polygons");
continue;
}
// Resolve vertex positions.
var vs = poly.VertexIds.Select(vid => cellStruct.VertexArray.Vertices[(ushort)vid].Origin).ToList();
string vlist = string.Join(",", vs.Select(v => $"({v.X:F2},{v.Y:F2},{v.Z:F2})"));
// Compute the plane using the first three verts (normal = (v1-v0) x (v2-v0), d = -dot(n, v0)).
if (vs.Count >= 3)
{
var n = System.Numerics.Vector3.Normalize(System.Numerics.Vector3.Cross(vs[1] - vs[0], vs[2] - vs[0]));
float d = -System.Numerics.Vector3.Dot(n, vs[0]);
_out.WriteLine($" PortalPoly[{i}=0x{p.PolygonId:X4}] n_local=({n.X:F4},{n.Y:F4},{n.Z:F4}) d_local={d:F4} verts={vlist}");
}
else
{
_out.WriteLine($" PortalPoly[{i}=0x{p.PolygonId:X4}] <3 verts, plane n/a verts={vlist}");
}
}
}
}