acdream/tests/AcDream.Core.Tests/Physics/CellTransitFindCellSetTests.cs

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using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
public class CellTransitFindCellSetTests
{
// ──────────────────────────────────────────────────────────────────
// Helpers — mirror CellTransitFindTransitCellsSphereTests.cs pattern
// ──────────────────────────────────────────────────────────────────
private static CellPhysics MakeCellWithPortalAtRightWall(
Matrix4x4 worldTransform, uint otherCellId, ushort flags)
{
var portalPoly = new ResolvedPolygon
{
Vertices = new[]
{
new Vector3(2.5f, -2.5f, 0f),
new Vector3(2.5f, 2.5f, 0f),
new Vector3(2.5f, 2.5f, 5f),
new Vector3(2.5f, -2.5f, 5f),
},
Plane = new Plane(new Vector3(1, 0, 0), -2.5f), // x = 2.5
NumPoints = 4,
SidesType = CullMode.None,
};
Matrix4x4.Invert(worldTransform, out var inv);
return new CellPhysics
{
WorldTransform = worldTransform,
InverseWorldTransform = inv,
Resolved = new Dictionary<ushort, ResolvedPolygon>(),
PortalPolygons = new Dictionary<ushort, ResolvedPolygon> { [10] = portalPoly },
Portals = new[]
{
new PortalInfo(otherCellId: (ushort)otherCellId, polygonId: 10, flags: flags),
},
CellBSP = new CellBSPTree
{
Root = new CellBSPNode { Type = BSPNodeType.Leaf },
}
};
}
// ──────────────────────────────────────────────────────────────────
// Tests
// ──────────────────────────────────────────────────────────────────
[Fact]
public void Sphere_FullyInsidePrimaryCell_ReturnsOnlyPrimary()
{
var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
var cache = new PhysicsDataCache();
cache.RegisterCellStructForTest(0xA9B40100u, cellA);
// Sphere far from any portal — local x=-1, reach to x=-0.5; portal at x=2.5.
var sphereCenter = new Vector3(-1.0f, 0f, 2.5f);
uint containing = CellTransit.FindCellSet(
cache, sphereCenter, sphereRadius: 0.5f,
currentCellId: 0xA9B40100u,
out var cellSet);
Assert.Equal(0xA9B40100u, containing);
Assert.Single(cellSet);
Assert.Contains(0xA9B40100u, cellSet);
}
[Fact]
public void Sphere_StraddlingPortal_ReturnsBothCells()
{
var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
var cellBT = Matrix4x4.CreateTranslation(new Vector3(5f, 0f, 0f));
Matrix4x4.Invert(cellBT, out var cellBInv);
var cellB = new CellPhysics
{
WorldTransform = cellBT,
InverseWorldTransform = cellBInv,
Resolved = new Dictionary<ushort, ResolvedPolygon>(),
CellBSP = new CellBSPTree
{
Root = new CellBSPNode { Type = BSPNodeType.Leaf },
}
};
var cache = new PhysicsDataCache();
cache.RegisterCellStructForTest(0xA9B40100u, cellA);
cache.RegisterCellStructForTest(0xA9B40101u, cellB);
// Sphere center at local x=2.0, radius=0.5 → reaches x=2.5 = portal plane.
var sphereCenter = new Vector3(2.0f, 0f, 2.5f);
uint containing = CellTransit.FindCellSet(
cache, sphereCenter, sphereRadius: 0.5f,
currentCellId: 0xA9B40100u,
out var cellSet);
Assert.Contains(0xA9B40100u, cellSet);
Assert.Contains(0xA9B40101u, cellSet);
}
[Fact]
public void FindCellSet_OutdoorSeed_IncludesNeighbourLandcells()
{
var cache = new PhysicsDataCache();
// #145 D: register A9B4 at origin (0,0) — in production the streaming-center
// landblock is always registered before any outdoor physics resolve runs.
cache.CellGraph.RegisterTerrain(0xA9B40000u, new TerrainSurface(new byte[81], new float[256]), Vector3.Zero);
// A6.P4 (2026-05-24): sphere coords are LANDBLOCK-LOCAL (X/Y in
// [0, 192]). Place the sphere center near the east boundary of
// landcell grid(0,0) (i.e., near local X=24) so AddAllOutsideCells
// adds the east neighbour grid(1,0).
var sphereCenter = new Vector3(23.8f, 12f, 0f);
uint containing = CellTransit.FindCellSet(
cache, sphereCenter, sphereRadius: 0.5f,
currentCellId: 0xA9B40001u, // outdoor cell, low byte < 0x100
out var cellSet);
Assert.Equal(0xA9B40001u, containing);
Assert.True(cellSet.Count >= 2, $"Expected ≥2 cells in set (primary + east neighbour), got {cellSet.Count}");
}
[Fact]
public void IndoorSeed_ExitPortalTouchedOnlyBySecondSphere_AddsOutdoorLandcell()
{
// A6.P4 (2026-05-24): landblock-local sphere coords. Cell sits at
// the landblock origin (identity transform), so cell-local == world.
// Sphere head at local (2, 12, 3.2) reaches the cell's exit portal
// plane at local X=2.5 → AddAllOutsideCells fires.
var exitCell = MakeCellWithPortalAtRightWall(
Matrix4x4.Identity,
otherCellId: 0xFFFF,
flags: 0);
var cache = new PhysicsDataCache();
cache.RegisterCellStructForTest(0xA9B40100u, exitCell);
var spheres = new[]
{
// Foot sphere is not near the exit portal plane at local x=2.5.
new Sphere { Origin = new Vector3(0f, 12f, 2.5f), Radius = 0.5f },
// Head sphere reaches the exit portal plane and should trigger
// outdoor landcell expansion.
new Sphere { Origin = new Vector3(2f, 12f, 3.2f), Radius = 0.5f },
};
uint containing = CellTransit.FindCellSet(
cache, spheres, spheres.Length,
currentCellId: 0xA9B40100u,
out var cellSet);
Assert.Equal(0xA9B40100u, containing);
Assert.Contains(0xA9B40100u, cellSet);
Assert.Contains(0xA9B40001u, cellSet);
}
// ──────────────────────────────────────────────────────────────────
// #106 — outdoor membership across landblock boundaries.
// Retail's add_all_outside_cells + the find_cell_list pick run in the
// GLOBAL landcell grid (LandDefs lcoords); crossing a landblock boundary
// is inherent. The pre-#106 port clamped both to the current block's 8×8
// grid → zero candidates one step over the line → membership frozen
// (the 10,449-frame playerCell freeze in flap-105-capture.log).
// ──────────────────────────────────────────────────────────────────
[Fact]
public void OutdoorSeed_CrossesLandblockBoundary_South_AfterDestinationHydrates()
{
// The #106 acceptance golden: walking south out of A9B4, the outdoor
// cell must advance to the southern neighbour block's cell. Origin of
// A9B4 is Zero (streaming center). #145 D: register A9B4 at (0,0) so
// TryGetTerrainOrigin succeeds (in production the streaming-center
// landblock is always resident before any outdoor physics resolve).
// world y = -0.2 is 0.2 m into A9B3's row 7 under x=150 → cell 0xA9B30038.
var cache = new PhysicsDataCache();
cache.CellGraph.RegisterTerrain(0xA9B40000u, new TerrainSurface(new byte[81], new float[256]), Vector3.Zero);
uint unavailable = CellTransit.FindCellSet(
cache, new Vector3(150f, -0.2f, 0f), sphereRadius: 0.5f,
currentCellId: 0xA9B40031u,
out var cellSet);
Assert.Equal(0xA9B40031u, unavailable);
Assert.Contains(0xA9B30038u, cellSet);
Assert.Contains(0xA9B40031u, cellSet); // +Y neighbour still in the set
cache.CellGraph.RegisterTerrain(
0xA9B30000u,
new TerrainSurface(new byte[81], new float[256]),
new Vector3(0f, -192f, 0f));
uint containing = CellTransit.FindCellSet(
cache, new Vector3(150f, -0.2f, 0f), sphereRadius: 0.5f,
currentCellId: 0xA9B40031u,
out _);
Assert.Equal(0xA9B30038u, containing);
}
[Fact]
public void OutdoorSeed_NearBoundaryButInside_StaysCurrent()
{
// 0.2 m NORTH of the boundary: the candidate set includes the A9B3
// neighbour (sphere overlaps it) but the centre column is still the
// current cell — membership must NOT flip early (single clean flip
// at the line, matching the capture's 96/96 within-block behaviour).
// #145 D: register A9B4 at (0,0) — streaming-center block is always resident.
var cache = new PhysicsDataCache();
cache.CellGraph.RegisterTerrain(0xA9B40000u, new TerrainSurface(new byte[81], new float[256]), Vector3.Zero);
uint containing = CellTransit.FindCellSet(
cache, new Vector3(150f, 0.2f, 0f), sphereRadius: 0.5f,
currentCellId: 0xA9B40031u,
out var cellSet);
Assert.Equal(0xA9B40031u, containing);
Assert.Contains(0xA9B30038u, cellSet);
}
[Fact]
public void OutdoorSeed_NonAnchorBlock_UsesRegisteredTerrainOrigin()
{
// Northbound return: the player's current cell is in A9B3 (origin
// (0, -192) registered via CellGraph terrain — the production path).
// World y = +1 is 1 m back into the anchor block A9B4; the pick must
// convert through A9B3's origin (block-local y = 193) and advance to
// 0xA9B40031. Pre-#106 the world frame was silently assumed
// block-local, which is wrong for every non-anchor block.
var cache = new PhysicsDataCache();
cache.CellGraph.RegisterTerrain(
0xA9B30000u,
new TerrainSurface(new byte[81], new float[256]),
new Vector3(0f, -192f, 0f));
cache.CellGraph.RegisterTerrain(
0xA9B40000u,
new TerrainSurface(new byte[81], new float[256]),
Vector3.Zero);
uint containing = CellTransit.FindCellSet(
cache, new Vector3(150f, 1f, 0f), sphereRadius: 0.5f,
currentCellId: 0xA9B30038u,
out _);
Assert.Equal(0xA9B40031u, containing);
}
// ──────────────────────────────────────────────────────────────────
// #106 gate-2 escape hatch — bogus indoor claim recovery.
// Restores the #83/A1.7 + #90 verification (formerly in ResolveCellId,
// lost in the collide-then-pick rewrite): a HYDRATED indoor current
// cell whose CellBSP no longer overlaps ANY part of the foot sphere is
// a bogus claim (corrupt server save pairing an indoor cell with a
// position far outside it, or walked out through an unblocked gap).
// Staying on it wedges everything: the BFS can't reach an exit portal
// from a cell the sphere isn't in (no outdoor candidates, membership
// frozen), GetNearbyObjects' #98 gate reads "indoor primary" (no
// object collision), no wall BSP and no terrain (void fall). The pick
// must demote to the outdoor column under the sphere centre.
// Sphere-overlap (not point-in) preserves the #90 doorway-pushback
// hysteresis.
// ──────────────────────────────────────────────────────────────────
/// <summary>Cell whose CellBSP half-space is x ≥ 0 (cell-local).</summary>
private static CellPhysics MakeCellWithBoundedBsp(Matrix4x4 worldTransform)
{
Matrix4x4.Invert(worldTransform, out var inv);
return new CellPhysics
{
WorldTransform = worldTransform,
InverseWorldTransform = inv,
Resolved = new Dictionary<ushort, ResolvedPolygon>(),
CellBSP = new CellBSPTree
{
Root = new CellBSPNode
{
SplittingPlane = new Plane(new Vector3(1f, 0f, 0f), 0f),
PosNode = new CellBSPNode { Type = BSPNodeType.Leaf },
},
}
};
}
[Fact]
public void IndoorSeed_SphereFullyOutsideHydratedCell_KeepsCurrent_RetailNullResult()
{
// #112 (2026-06-10): REWRITTEN from the 6dbbf95 escape-hatch
// assertion (was: demote to the outdoor column 0xA8B40039). Retail
// find_cell_list leaves *result null when NOTHING contains the centre
// and the caller KEEPS curr_cell (pc:308788-308825) — the hatch's
// demote was a non-retail addition that also fired on legitimate
// sub-meter containment gaps INSIDE houses (the A9B3 cottage),
// stranding the player outdoor-classified deep indoors → transparent
// interior. The hatch's actual target (poisoned saves) is handled at
// the SNAP by PhysicsEngine.Resolve's AdjustPosition validation
// (#107/#111). With no stab-list on this fixture cell, the lateral
// recovery finds nothing → keep the claim.
var cache = new PhysicsDataCache();
cache.RegisterCellStructForTest(0xA9B40150u, MakeCellWithBoundedBsp(Matrix4x4.Identity));
uint containing = CellTransit.FindCellSet(
cache, new Vector3(-10f, 12f, 0f), sphereRadius: 0.5f,
currentCellId: 0xA9B40150u,
out _);
Assert.Equal(0xA9B40150u, containing);
}
[Fact]
public void IndoorSeed_SphereStraddlesCellBoundary_StaysCurrent()
{
// #90 hysteresis guard: centre just outside the half-space (x=-0.3)
// but the 0.5 radius still reaches back in → sphere OVERLAPS → the
// claim is legitimate (doorway push-back shape) → NO demotion.
var cache = new PhysicsDataCache();
cache.RegisterCellStructForTest(0xA9B40150u, MakeCellWithBoundedBsp(Matrix4x4.Identity));
uint containing = CellTransit.FindCellSet(
cache, new Vector3(-0.3f, 12f, 0f), sphereRadius: 0.5f,
currentCellId: 0xA9B40150u,
out _);
Assert.Equal(0xA9B40150u, containing);
}
[Fact]
public void FindVisibleChildCell_RootlessContainment_IsUnavailable()
{
// Bypass production cache validation to pin the traversal boundary:
// a rootless fixture cannot claim a point even though the recursive
// helper's missing-positive-child base case returns inside.
Matrix4x4.Invert(Matrix4x4.Identity, out var inv);
var cellNoBsp = new CellPhysics
{
WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = inv,
Resolved = new Dictionary<ushort, ResolvedPolygon>(),
Portals = [new PortalInfo(0x0101, 0, 0)],
};
var cache = new PhysicsDataCache();
cache.RegisterCellStructForTest(0xA9B40150u, cellNoBsp);
uint containing = CellTransit.FindVisibleChildCell(
cache,
0xA9B40150u,
new Vector3(-10f, 12f, 0f),
useStabList: true);
Assert.Equal(0u, containing);
}
// ──────────────────────────────────────────────────────────────────
// Membership hysteresis — the R1-flap root cause.
// Retail CObjCell::find_cell_list adds the CURRENT cell at index 0
// (add_cell, pc:308766) and the pick loop iterates from index 0 with
// interior-wins-break (pc:308791-308819) — so when two cells' BSPs both
// contain the sphere center at a boundary, the CURRENT cell wins and the
// membership does NOT flip. acdream's unordered-HashSet pick dropped that
// ordering, producing the stair/room/doorway ping-pong (cell flips every
// tick while straddling). This guards the current-cell-first behaviour.
// ──────────────────────────────────────────────────────────────────
[Theory]
[InlineData(0xA9B40100u, 0xA9B40101u)]
[InlineData(0xA9B40101u, 0xA9B40100u)]
public void TwoOverlappingCells_CurrentCellWinsTheStraddle(uint currentCellId, uint otherCellId)
{
// Both cells use a Leaf BSP (contains any point) and are reciprocally portalled at the same
// plane (local x=2.5), so the candidate set is {both} from EITHER seed and the sphere center
// is inside BOTH cells' BSPs. The pick must return the CURRENT cell (hysteresis), not flip to
// the neighbour. Testing both seed directions guarantees a deterministic failure on the
// unordered pick (it returns the same enumeration-first cell regardless of which is current).
ushort currentLow = (ushort)(currentCellId & 0xFFFF);
ushort otherLow = (ushort)(otherCellId & 0xFFFF);
var current = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherLow, flags: 0);
var other = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, currentLow, flags: 0);
var cache = new PhysicsDataCache();
cache.RegisterCellStructForTest(currentCellId, current);
cache.RegisterCellStructForTest(otherCellId, other);
// Center straddles the portal plane at local x=2.5 (both cells), inside both Leaf BSPs.
var sphereCenter = new Vector3(2.0f, 0f, 2.5f);
uint containing = CellTransit.FindCellSet(
cache, sphereCenter, sphereRadius: 0.5f,
currentCellId: currentCellId,
out var cellSet);
Assert.Contains(currentCellId, cellSet);
Assert.Contains(otherCellId, cellSet);
Assert.Equal(currentCellId, containing); // retail current-cell-first hysteresis
}
// The ordered-CELLARRAY contract: FindCellSet returns the candidate set in
// retail add-order with the CURRENT cell at index 0 (retail add_cell @308766).
// This is the invariant the verbatim pick relies on; the unordered HashSet
// could not guarantee it.
[Fact]
public void FindCellSet_CurrentCellIsFirstInTheSet()
{
var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
var cellBT = Matrix4x4.CreateTranslation(new Vector3(5f, 0f, 0f));
Matrix4x4.Invert(cellBT, out var cellBInv);
var cellB = new CellPhysics
{
WorldTransform = cellBT,
InverseWorldTransform = cellBInv,
Resolved = new Dictionary<ushort, ResolvedPolygon>(),
CellBSP = new CellBSPTree { Root = new CellBSPNode { Type = BSPNodeType.Leaf } },
};
var cache = new PhysicsDataCache();
cache.RegisterCellStructForTest(0xA9B40100u, cellA);
cache.RegisterCellStructForTest(0xA9B40101u, cellB);
// Straddle the portal plane so both cells are in the set.
var sphereCenter = new Vector3(2.0f, 0f, 2.5f);
CellTransit.FindCellSet(cache, sphereCenter, 0.5f, 0xA9B40100u, out var cellSet);
Assert.Equal(0xA9B40100u, cellSet.First()); // current cell at index 0
}
// Interior-wins over the outdoor fallback: while an interior cell still
// contains the centre, it wins even though the exit portal also added the
// outdoor landcell to the set (retail interior-wins-break, pc:308814-308819).
[Fact]
public void IndoorWithExitPortal_InteriorWinsWhileItContainsCentre()
{
// Interior cell at the landblock origin with an exit portal at local x=2.5;
// Leaf BSP contains any point. Centre at local (0,12,2.5) is INSIDE the cell
// and NOT across the exit plane, so interior must win even though the head
// sphere / exit logic may add the outdoor landcell.
var exitCell = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0xFFFF, flags: 0);
var cache = new PhysicsDataCache();
cache.RegisterCellStructForTest(0xA9B40100u, exitCell);
var sphereCenter = new Vector3(0f, 12f, 2.5f);
uint containing = CellTransit.FindCellSet(cache, sphereCenter, 0.5f, 0xA9B40100u, out _);
Assert.Equal(0xA9B40100u, containing); // interior-wins, not the outdoor landcell
}
}