acdream/tests/AcDream.Core.Tests/Input/DispatcherToMovementIntegrationTests.cs
Erik 4bc99fc6fd test(physics): Phase W triage — fix stale Path6/tick-gate/ComputeOffset tests (behavior changed by L.3.2/L.4/L.5)
Four tests were asserting pre-change behavior after intentional production
changes:

#2 BSPStepUpTests.C3_Path6_AirborneMoverHitsSteepSlope_SetsCollide
  b1af56e (L.4, 2026-04-30) added a steep-normal gate in Path 6 that
  fires BEFORE SetCollide. Airborne sphere hitting steep poly now returns
  Slid + Collide=false (slide-tangent interim fix). Updated assertion +
  renamed to ReturnsSlid.

#7 PlayerMovementControllerTests.Update_ForwardInput_MovesInFacingDirection
#8 DispatcherToMovementIntegrationTests.Dispatcher_W_held_produces_forward_motion
  235de33 (L.5, 2026-04-30) added _physicsAccum accumulator gate: a single
  Update(1.0f) only integrates one MaxQuantum (0.1s ~ 0.312m at walk speed),
  not the full 1s. Time is carried in accumulator (not dropped). Fixed both
  tests to loop Update(MaxQuantum) for ~11 ticks to accumulate >2m of real
  forward motion, preserving the original distance-threshold assertion intent.

#9 PositionManagerTests.ComputeOffset_BothActive_Combined
  842dfcd (L.3.2, 2026-05-03) changed ComputeOffset from additive
  (rootMotion + correction) to replace semantics: when AdjustOffset returns
  non-zero, it REPLACES root motion (retail Frame::operator= semantics).
  offset.Y = 0 (not 0.4); root motion is dropped when catch-up engages.
  Updated assertion and renamed to CorrectionReplacesRootMotion.

Suite: 9 failures → 5 (only the 5 known-bug tests remain red).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 16:43:02 +02:00

204 lines
8.3 KiB
C#

using System;
using System.Numerics;
using AcDream.App.Input;
using AcDream.Core.Physics;
using AcDream.UI.Abstractions.Input;
using Silk.NET.Input;
using Xunit;
namespace AcDream.Core.Tests.Input;
/// <summary>
/// K.1b integration: drive the <see cref="InputDispatcher"/> via the
/// public API a fake keyboard would, build a <see cref="MovementInput"/>
/// from <c>IsActionHeld</c> queries (the new K.1b code path), and confirm
/// <see cref="PlayerMovementController.Update"/> produces the same result
/// as feeding it the equivalent <c>MovementInput</c> directly. This is
/// the regression-prevention test for the "preserve the boundary" rule
/// in the K.1b plan: <c>MovementInput</c> stays as the contract; only the
/// SOURCE of input changes.
/// </summary>
public class DispatcherToMovementIntegrationTests
{
/// <summary>Test double — the same fake the UI.Abstractions tests use,
/// duplicated here because it's <c>internal</c> in that assembly.</summary>
private sealed class FakeKb : IKeyboardSource
{
public event Action<Key, ModifierMask>? KeyDown;
public event Action<Key, ModifierMask>? KeyUp;
private readonly System.Collections.Generic.HashSet<Key> _held = new();
public ModifierMask CurrentModifiers { get; set; } = ModifierMask.None;
public bool IsHeld(Key k) => _held.Contains(k);
public void Press(Key k, ModifierMask mods = ModifierMask.None)
{
CurrentModifiers = mods;
_held.Add(k);
KeyDown?.Invoke(k, mods);
}
public void Release(Key k, ModifierMask mods = ModifierMask.None)
{
CurrentModifiers = mods;
_held.Remove(k);
KeyUp?.Invoke(k, mods);
}
}
#pragma warning disable CS0067 // events declared on the interface but unused in this fake
private sealed class FakeMouse : IMouseSource
{
public event Action<MouseButton, ModifierMask>? MouseDown;
public event Action<MouseButton, ModifierMask>? MouseUp;
public event Action<float, float>? MouseMove;
public event Action<float>? Scroll;
public bool IsHeld(MouseButton b) => false;
public bool WantCaptureMouse { get; set; }
public bool WantCaptureKeyboard { get; set; }
}
#pragma warning restore CS0067
private static PhysicsEngine MakeFlatEngine()
{
var engine = new PhysicsEngine();
var heights = new byte[81];
Array.Fill(heights, (byte)50);
var heightTable = new float[256];
for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
var terrain = new TerrainSurface(heights, heightTable);
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
return engine;
}
private static MovementInput BuildInputFromDispatcher(InputDispatcher d) =>
new MovementInput(
Forward: d.IsActionHeld(InputAction.MovementForward),
Backward: d.IsActionHeld(InputAction.MovementBackup),
StrafeLeft: d.IsActionHeld(InputAction.MovementStrafeLeft),
StrafeRight: d.IsActionHeld(InputAction.MovementStrafeRight),
TurnLeft: d.IsActionHeld(InputAction.MovementTurnLeft),
TurnRight: d.IsActionHeld(InputAction.MovementTurnRight),
Run: d.IsActionHeld(InputAction.MovementRunLock),
MouseDeltaX: 0f, // K.1b: mouse never drives character yaw
Jump: d.IsActionHeld(InputAction.MovementJump));
[Fact]
public void Dispatcher_W_held_produces_forward_motion()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f; // facing +X
var kb = new FakeKb();
var mouse = new FakeMouse();
var bindings = KeyBindings.AcdreamCurrentDefaults();
var dispatcher = new InputDispatcher(kb, mouse, bindings);
kb.Press(Key.W);
var input = BuildInputFromDispatcher(dispatcher);
Assert.True(input.Forward);
Assert.False(input.Run);
// L.5 physics-tick gate (235de33, 2026-04-30): Update() integrates
// only one MaxQuantum (~0.1s) physics step per call, matching
// retail's 30Hz physics gate. Drive the controller one MaxQuantum
// at a time for ~1s to accumulate real forward motion.
MovementResult result = default;
int ticks = (int)MathF.Ceiling(1.0f / PhysicsBody.MaxQuantum) + 1; // ~11 ticks
for (int i = 0; i < ticks; i++)
result = controller.Update(PhysicsBody.MaxQuantum, input);
Assert.True(result.Position.X > 96f + 2f, $"X={result.Position.X} should have moved forward");
}
[Fact]
public void Dispatcher_W_then_Shift_gives_running_motion()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f;
var kb = new FakeKb();
var mouse = new FakeMouse();
var bindings = KeyBindings.AcdreamCurrentDefaults();
var dispatcher = new InputDispatcher(kb, mouse, bindings);
kb.Press(Key.W);
// Shift pressed alongside W — real keyboard delivers KeyDown(Shift,
// mods=Shift) and CurrentModifiers reflects Shift held.
kb.Press(Key.ShiftLeft, ModifierMask.Shift);
var input = BuildInputFromDispatcher(dispatcher);
Assert.True(input.Forward); // duplicate (W, Shift) binding catches this
Assert.True(input.Run); // (ShiftLeft, Shift) binding
}
[Fact]
public void Dispatcher_W_release_clears_forward()
{
var kb = new FakeKb();
var mouse = new FakeMouse();
var bindings = KeyBindings.AcdreamCurrentDefaults();
var dispatcher = new InputDispatcher(kb, mouse, bindings);
kb.Press(Key.W);
Assert.True(BuildInputFromDispatcher(dispatcher).Forward);
kb.Release(Key.W);
Assert.False(BuildInputFromDispatcher(dispatcher).Forward);
}
[Fact]
public void MovementInput_with_mouse_delta_zero_matches_input_with_mouse_delta_nonzero()
{
// K.1b regression-prevention: mouse delta no longer drives character
// yaw. Two MovementInputs identical except for MouseDeltaX produce
// identical motion-command bytes (ForwardCommand / ForwardSpeed /
// SidestepCommand / TurnCommand). Yaw still changes — but only by
// a hair from MouseDeltaX, which is dropped in K.1b.
//
// We construct the controller twice (separate state) so the previous
// frame's MouseDeltaX doesn't leak into the second run via Yaw.
var engineA = MakeFlatEngine();
var ctrlA = new PlayerMovementController(engineA);
ctrlA.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
ctrlA.Yaw = 0f;
var engineB = MakeFlatEngine();
var ctrlB = new PlayerMovementController(engineB);
ctrlB.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
ctrlB.Yaw = 0f;
var inputZero = new MovementInput(Forward: true, MouseDeltaX: 0f);
var inputJittered = new MovementInput(Forward: true, MouseDeltaX: 47.3f);
var rA = ctrlA.Update(0.05f, inputZero);
var rB = ctrlB.Update(0.05f, inputJittered);
Assert.Equal(rA.ForwardCommand, rB.ForwardCommand);
Assert.Equal(rA.SidestepCommand, rB.SidestepCommand);
Assert.Equal(rA.TurnCommand, rB.TurnCommand);
Assert.Equal(rA.ForwardSpeed, rB.ForwardSpeed);
}
[Fact]
public void Dispatcher_no_keys_held_produces_idle_input()
{
var kb = new FakeKb();
var mouse = new FakeMouse();
var bindings = KeyBindings.AcdreamCurrentDefaults();
var dispatcher = new InputDispatcher(kb, mouse, bindings);
var input = BuildInputFromDispatcher(dispatcher);
Assert.False(input.Forward);
Assert.False(input.Backward);
Assert.False(input.StrafeLeft);
Assert.False(input.StrafeRight);
Assert.False(input.TurnLeft);
Assert.False(input.TurnRight);
Assert.False(input.Run);
Assert.False(input.Jump);
Assert.Equal(0f, input.MouseDeltaX);
}
}