acdream/tests/AcDream.App.Tests/Rendering/CameraFrameControllerTests.cs
Erik 6921a02744 refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1)
Member-wise deletion of the three legacy resolver members named in
docs/research/2026-08-05-c5a-contract.md: PhysicsEngine.Resolve,
PhysicsEngine.HasCellSurface, and PhysicsEngine.ResolvePlacement. An
exhaustive receiver census over src/ found zero production callers of any
of the three — every production placement writer already reaches the
canonical PhysicsEngine.SetPosition transaction exclusively through
RuntimeSetPositionState (three call sites total). The deletion is purely
member-wise: IsSpawnCellReady and AdjustPosition, which shared the same
source region as the deleted members, are preserved byte-identical — every
remaining production caller of either (including PhysicsCameraCollisionProbe,
AdjustPosition's sole surviving production caller) is unaffected.

Companion changes:
- PlayerMovementController's 3-argument SetPosition test overload is renamed
  to SeedPlacementForTest (internal) and CommitPreparedPosition is deleted;
  83 call sites across 19 test files were mechanically renamed to match.
- Seven pinned test dispositions from the contract are executed:
  3.1 (PhysicsEngineTests.cs: 11 legacy-resolver tests deleted, 6
  ResolveWithTransition tests kept), 3.2/3.3/3.4 (re-point to canonical
  SetPosition, with TransitionScratchDifferentialTests.cs additionally
  gaining positive IsCommitted assertions after each bitwise comparison so
  the differential proves a placement actually committed, not just that two
  possibly-uncommitted results match), 3.5 (Runtime rename), and 3.6
  (PlayerMovementPlacementTransactionTests.cs rewritten — its xmldoc now
  states plainly that the render-root publish moved to
  RuntimeSetPositionState.cs, but the sticky-release relocation claim was
  false and is retracted; this disposition's coverage loss is the sticky
  release path, not silently absorbed elsewhere).
- Stale `PhysicsEngine.Resolve`/`Resolve` doc citations in CellTransit.cs,
  PlayerMovementController.cs, and HeadlessSessionWorldProjection.cs are
  corrected to name the surviving canonical entry points by symbol
  (SetPosition, AdjustSetPosition/AdjustPosition, ResolveWithTransition)
  rather than fragile line numbers.

Retires AP-1 and AD-1 in docs/architecture/retail-divergence-register.md:
both rows described production zero-delta placement routing remaining on
the legacy resolver pending the Slice 4B2/4B route cutover; that resolver
no longer exists, so the condition each row tracked is now structurally
false rather than merely narrowed. AP-145 (routed through the prior commit)
and this commit's AP-1/AD-1 together bring the section counts to 101 AP / 47
AD active rows.

Builds on the AP-145 fix (previous commit) — this commit's staged tree was
independently rebuilt and its four suites independently rerun on top of
that commit before this commit was created, in addition to the combined
rebuild/rerun below.

Full-solution build: 0 errors (21 pre-existing warnings, all unrelated).
Suite results (combined tree): Core 4270/4271 passed (1 skip; the single
DatSoundCacheTests concurrent-decode-dedup failure is a known load-sensitive
race, confirmed passing standalone and unrelated to this change), Runtime
1176/1176, Headless 86/86, App 4132/4135 (3 skips).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 14:11:31 +02:00

232 lines
7.7 KiB
C#

using System.Numerics;
using AcDream.App.Combat;
using AcDream.App.Input;
using AcDream.App.Rendering;
using AcDream.App.Update;
using AcDream.Core.Physics;
namespace AcDream.App.Tests.Rendering;
[Collection(CameraDiagnosticsCollection.Name)]
public sealed class CameraFrameControllerTests
{
[Fact]
public void FlyMode_UsesOneSemanticHeldInputSnapshot()
{
CameraController camera = CreateCamera();
camera.ToggleFly();
Vector3 start = camera.Fly.Position;
var input = new InputSource
{
Fly = new FlyCameraInput(
Forward: true,
Left: false,
Backward: false,
Right: false,
Up: true,
Down: false,
Boost: false),
};
CameraFrameController frame = CreateFrame(camera, input: input);
frame.Tick(new UpdateFrameTiming(0.5, 0.5f, 0.5));
Assert.Equal(1, input.FlyCaptures);
Assert.InRange(camera.Fly.Position.Y - start.Y, 5.999f, 6.001f);
Assert.InRange(camera.Fly.Position.Z - start.Z, 5.999f, 6.001f);
}
[Fact]
public void DevToolsKeyboardCapture_PausesFlyCamera()
{
CameraController camera = CreateCamera();
camera.ToggleFly();
Vector3 start = camera.Fly.Position;
var input = new InputSource
{
Fly = new FlyCameraInput(true, false, false, false, false, false, false),
};
CameraFrameController frame = CreateFrame(
camera,
capture: new CaptureSource { DevToolsKeyboard = true },
input: input);
frame.Tick(new UpdateFrameTiming(1.0, 1f, 1.0));
Assert.Equal(start, camera.Fly.Position);
Assert.Equal(0, input.FlyCaptures);
}
[Fact]
public void InboundCreatedPlayer_ProjectsThenReconcilesBeforeCameraPublication()
{
PlayerMovementController controller = CreatePlayer();
var calls = new List<string>();
var runtime = new PlayerRuntime(controller, calls);
var localFrame = new RetailLocalPlayerFrameController(
runtime,
new StillMovementInput());
CameraController camera = CreateCamera();
var legacy = new ChaseCamera();
var retail = new RetailChaseCamera();
camera.EnterChaseMode(legacy, retail);
var chase = new ChaseSource(legacy, retail);
var reconciler = new Reconciler(calls);
var frame = new CameraFrameController(
camera,
new CaptureSource(),
new InputSource(),
runtime,
chase,
localFrame,
reconciler,
new CombatTargetSource());
frame.Tick(new UpdateFrameTiming(1.0 / 60.0, 1f / 60f, 1.0));
Assert.Equal(["project", "reconcile"], calls);
Assert.NotEqual(Vector3.Zero, legacy.Position);
Assert.NotEqual(Vector3.Zero, retail.Position);
}
[Fact]
public void PreNetworkAdvancedPlayer_DoesNotRunTheInboundCreationReconcile()
{
PlayerMovementController controller = CreatePlayer();
var calls = new List<string>();
var runtime = new PlayerRuntime(controller, calls);
var localFrame = new RetailLocalPlayerFrameController(
runtime,
new StillMovementInput());
localFrame.AdvanceBeforeNetwork(PhysicsBody.MaxQuantum);
calls.Clear();
CameraController camera = CreateCamera();
var legacy = new ChaseCamera();
var retail = new RetailChaseCamera();
camera.EnterChaseMode(legacy, retail);
var frame = new CameraFrameController(
camera,
new CaptureSource(),
new InputSource(),
runtime,
new ChaseSource(legacy, retail),
localFrame,
new Reconciler(calls),
new CombatTargetSource());
frame.Tick(new UpdateFrameTiming(1.0 / 60.0, 1f / 60f, 1.0));
Assert.Empty(calls);
}
private static CameraFrameController CreateFrame(
CameraController camera,
CaptureSource? capture = null,
InputSource? input = null)
{
var runtime = new PlayerRuntime(null, []);
var localFrame = new RetailLocalPlayerFrameController(
runtime,
new StillMovementInput());
return new CameraFrameController(
camera,
capture ?? new CaptureSource(),
input ?? new InputSource(),
runtime,
new ChaseSource(null, null),
localFrame,
new Reconciler([]),
new CombatTargetSource());
}
private static CameraController CreateCamera() =>
new(new OrbitCamera(), new FlyCamera());
private static PlayerMovementController CreatePlayer()
{
var engine = new PhysicsEngine();
var heights = new byte[81];
Array.Fill(heights, (byte)50);
var heightTable = new float[256];
for (int i = 0; i < heightTable.Length; i++)
heightTable[i] = i;
engine.AddLandblock(
0xA9B4FFFFu,
new TerrainSurface(heights, heightTable),
Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(),
0f,
0f);
var controller = new PlayerMovementController(engine);
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001u, new Vector3(96f, 96f, 50f));
return controller;
}
private sealed class CaptureSource : IInputCaptureSource
{
public bool DevToolsKeyboard { get; set; }
public bool WantCaptureMouse => false;
public bool WantCaptureKeyboard => DevToolsKeyboard;
public bool DevToolsWantCaptureKeyboard => DevToolsKeyboard;
}
private sealed class InputSource : ICameraFrameInputSource
{
public bool IsAvailable { get; set; } = true;
public FlyCameraInput Fly { get; set; }
public ChaseCameraAdjustmentInput Chase { get; set; }
public int FlyCaptures { get; private set; }
public FlyCameraInput CaptureFly()
{
FlyCaptures++;
return Fly;
}
public ChaseCameraAdjustmentInput CaptureChaseAdjustment() => Chase;
}
private sealed class ChaseSource(
ChaseCamera? legacy,
RetailChaseCamera? retail) : IChaseCameraSource
{
public ChaseCamera? Legacy => legacy;
public RetailChaseCamera? Retail => retail;
}
private sealed class StillMovementInput : IMovementInputSource
{
public MovementInput Capture() => default;
}
private sealed class PlayerRuntime(
PlayerMovementController? controller,
List<string> calls) : ILocalPlayerFrameRuntime
{
public bool CanPresentPlayer { get; set; } = controller is not null;
public PlayerMovementController? Controller => controller;
public uint ResolveLocalEntityId() => 7u;
public void HandleTargeting() { }
public bool IsHidden => false;
public RetailObjectClockDisposition ObjectClockDisposition =>
RetailObjectClockDisposition.Advance;
public void Project(
PlayerMovementController owner,
MovementResult movement,
bool hidden) => calls.Add("project");
public void SendPreNetwork(
PlayerMovementController owner,
MovementResult movement,
bool hidden) { }
public void SendPostNetwork(PlayerMovementController owner, bool hidden) { }
}
private sealed class Reconciler(List<string> calls)
: ILiveSpatialReconcilePhase
{
public void Reconcile() => calls.Add("reconcile");
}
private sealed class CombatTargetSource : ICombatCameraTargetSource
{
public Vector3? GetTrackedTargetPoint() => null;
}
}