acdream/tests/AcDream.App.Tests/Physics
Erik 13fcf38138 fix(physics): port retail's find_bbox_cell_list outdoor extent walk (#334)
acdream had never implemented retail's SECOND cell-membership algorithm.
CPhysicsObj::calc_cross_cells @0x00515230 tests HAS_PHYSICS_BSP_PS at
0x00515285 and jumps (0x0051528f jne 0x515305) to find_bbox_cell_list
@0x00510fc0 for a BSP-bearing object; everything below that jump is the
OTHER algorithm, CObjCell::find_cell_list, and that is all we had. Every
object, BSP-bearing or not, was routed through it.

That path's outdoor expansion is a HARD CAP of one cell in each direction.
CellTransit.AddAllOutsideCells computes minRad = radius, maxRad = 24 - radius
and adds at most the eight neighbours of the sphere's own cell, so for any
radius >= 12 m both boundary tests are unconditionally true and the result is
exactly 3x3. Widening the radius or adding a second sphere is mechanically
incapable of adding a tenth cell. The user's live probe measured the
consequence directly: standing inside a Neftet formation, inCell=2 exempt=2
reached=0 -- the geometry was not a candidate at all.

The port. AddAllOutsideCellsFromParts is CLandCell::add_all_outside_cells
@0x00533360 plus add_cell_block @0x005331d0: base landcell from the FIRST
part's own adjust_to_outside, baseX/baseY within-block, each part's authored
CGfxObj::gfx_bound_box re-fit through all eight corners
(BBox::LocalToGlobal @0x005b2120), floor(v / square_length) where
square_length = 0x7c920c = 24.0f, four accumulators seeded to zero, ONE
rectangle unioned across all parts, FILLED, in GLOBAL lcoords so it crosses
landblocks freely, clamped only to [0, 0x7f8).
BuildShadowCellSetFromParts is find_bbox_cell_list's worklist.
RegisterMultiPart dispatches on the same flag retail does, and
BuildFloodSpheres' BSP arm is deleted rather than left unreachable.

Disassembled from the PDB-paired 2013-09-06 binary, not read from Binary
Ninja: BN mis-renders four separate constructs inside add_all_outside_cells
alone -- a dropped `and eax,0xffff` on baseX, a neg/sbb/and select shown as
identically zero, a wrong get_landcell argument, and both x87 flag tests as
`unimplemented {test ah}`.

ShadowPartGeometry pairs the BSP root sphere with the authored box so no
resolver can answer one and leave the other call site to synthesize a
substitute -- the AP-156 invariant applied a second time, since that split is
what produced AP-156 and then this. The box comes from
FlatGfxObjVisualBounds, already computed by exactly CGfxObj::init_end's
algorithm and already in the prepared package: no bake change, no DAT re-read.

Cost, measured over the installed DATs before any code was written: 1,258
physics-BSP GfxObjs, cells/object p50 4, p90 4, p99 12, max 49. The port is
CHEAPER than the old 3x3 = 9 for 98.97% of them. Row totals (shapes x cells)
over all 1,031 landblocks with BSP owners fall 97,173 -> 15,607 (0.161x);
dense Arwic 0xC6A9 falls 342 -> 43. One landblock more than doubles.

Precondition confirmed before pinning any expected cell set: 0x010046D8's box
is 96 m x 96 m about cell (2,2) = 0x87640013, which independently corroborates
the 3x3-centred-there diagnosis, and its rectangle does contain 0x87640011 and
0x87640019 -- the two cells the probe measured empty.

Register: AP-156's outdoor half CLOSED and its risk column CORRECTED (it read
"extra broadphase candidates, never a missed one", which generalised the indoor
direction to the whole row and is why #334 sat inside it unnoticed). AP-159 +
issue #335 file the unported indoor arm; AD-49 records the seed-time rectangle.
Issue #336 files a fourth load-sensitive test flake seen once during the gate.

Ten tests, every one sabotage-verified in both directions across eight
mutations (dispatch, 8-corner refit, floor-vs-truncation, union-vs-per-part,
map clamp, adjust guard, landblock clamp, box-path-for-everything). The
strongest is an installed-DAT replay of the user's own probe evidence.
Suite 11,208 -> 11,218 passed / 4 skipped / 0 failed; the +10 is exactly the
new tests.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-06 19:07:06 +02:00
..
C3cF1ProductionWiringTests.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
DeferredLiveEntityMotionRuntimeBindingsTests.cs fix(physics): TS-46 - seed the sweep from the Setup's own sphere list 2026-07-30 09:05:44 +02:00
InboundInterpretedMotionFactoryTests.cs fix(combat): apply server attack motions locally 2026-07-11 13:34:55 +02:00
Issue270ProductionWiringTests.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
LiveCollisionAssetPublisherTests.cs feat(streaming): shadow-publish flat collision assets 2026-07-25 16:38:54 +02:00
LiveEntityCollisionBuilderTests.cs fix(physics): port retail's find_bbox_cell_list outdoor extent walk (#334) 2026-08-06 19:07:06 +02:00
LiveEntityInboundAuthorityGateTests.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
LiveEntityMotionRuntimeControllerTests.cs fix(interaction): restore distant use after runtime cutover 2026-08-03 09:36:53 +02:00
LiveEntityNetworkBranchRoutingTests.cs refactor(physics): collapse OnPosition's dual player/NPC remote tail into one 2026-08-04 18:07:54 +02:00
LiveEntityNetworkOnPositionCollapseMatrixTests.cs fix(review): close the C5b architecture-review findings (D2/D3/D4, L1-L5, S1) 2026-08-05 22:08:46 +02:00
LiveEntityNetworkRemoteFarSnapIntegrationTests.cs feat(physics): C4 route 4b-3 — remote teleport + cell-less through the canonical placement 2026-08-04 16:00:10 +02:00
LiveEntityNetworkRemoteSteadyStateIntegrationTests.cs feat(physics): C4 route 4b-3 — remote teleport + cell-less through the canonical placement 2026-08-04 16:00:10 +02:00
LiveEntityNetworkRemoteTeleportPresentationTests.cs feat(physics): C4 route 4b-3 — remote teleport + cell-less through the canonical placement 2026-08-04 16:00:10 +02:00
LiveEntityOrdinaryPhysicsUpdaterTests.cs fix(physics): TS-46 - seed the sweep from the Setup's own sphere list 2026-07-30 09:05:44 +02:00
LiveEntityPvpBitfieldSyncTests.cs fix(physics): #297 — keep the PWD bitfield live so PK status reaches the client 2026-08-03 20:59:01 +02:00
PlayerMovementHiddenTests.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
ProjectileControllerTests.cs fix(physics): C4 route 5 — projectile authoritative placement (#276 partial) 2026-08-04 21:03:41 +02:00
PvpBitfieldSurvivesAppearanceRebuildTests.cs fix(physics): port retail's find_bbox_cell_list outdoor extent walk (#334) 2026-08-06 19:07:06 +02:00
RemoteInboundMotionDispatcherTests.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RemotePhysicsUpdaterTests.cs fix(physics): close the AP-156 fix review — real containment oracle, type-level invariant, AP-158 2026-08-06 16:44:48 +02:00
RemotePlacementDriveFixture.cs fix(physics): route remote Positions on contact, not walkability (AP-140) 2026-08-04 11:53:48 +02:00
RemoteTeleportHookTests.cs feat(vfx): port retail hidden and teleport presentation 2026-07-14 14:59:48 +02:00