The P2 cellar-lip lesson one loop deeper. CheckOtherCells takes footCenter by value and used it for every cell in the loop — but a mid-loop query can MOVE the sphere: at the Facility Hub cell boundaries the neighbor's ramp floor full-hits, step_sphere_up climbs the foot +0.6mm and returns OK, and the loop continued querying the REMAINING cells (including the under-room, portal-ring-3) at the pre-climb height — 0.4mm inside the double-faced floor slab, grazing its underside (the under-room's ceiling) within the near-miss window. That dispatched a neg-poly step-up with a DOWNWARD normal, whose failure funneled into slide_sphere's opposing branch -> synthetic reversed-movement collision -> Collided -> revert, every frame: the seam shake (and, pre-mechanism-2-fix, the original absorbing wedge's entry). Retail check_other_cells reads the LIVE sphere_path.global_sphere for every cell (each cell's find_collisions receives the transition itself, pc:272717+). Fix: re-read footCenter = sp.GlobalSphere[0].Origin at the top of each loop iteration. All three Issue137CorridorSeamReplayTests repros un-skipped: the snapshot-exact west-boundary crossing (capture tick 4101), the east deep-straddle, and the clean-run lifecycle all GREEN. Full suites: Core 2556 / App 713 / UI 425 / Net 385, 0 failures. Visual gate pending: corridor run + the purple seam flashing re-check (expected to be the render exposing the same per-frame oscillation). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
341 lines
16 KiB
C#
341 lines
16 KiB
C#
using System;
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using System.IO;
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using System.Numerics;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Options;
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using AcDream.Core.Physics;
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using Xunit;
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using Xunit.Abstractions;
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using Env = System.Environment;
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using Plane = System.Numerics.Plane;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// #137 corridor-seam replay (2026-07-06) — dat-backed reproduction of the
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/// Facility Hub phantom hit (launch-175-verify2.log:42858): running +X down
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/// the corridor, crossing 0x8A02016E → 0x8A02017A at x≈85.25, the live
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/// client recorded `ok=True hit=yes n=(−1.00,0.03,−0.03)` with full advance,
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/// persisted the sliding normal, and every later forward resolve absorbed to
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/// zero (`ok=False hit=no`).
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///
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/// <para>
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/// Dat facts pinned by <see cref="Issue137CorridorSeamInspectionTests"/>:
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/// neither corridor cell (nor any portal-adjacent neighbor) has a physics
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/// polygon whose plane matches that normal near the hit point — the recorded
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/// normal is SYNTHETIC (the negated movement direction), which is exactly
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/// what slide_sphere's opposing-normals branch records. Retail
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/// (<c>CSphere::slide_sphere</c> 0x00537440 @0x0053762c) returns
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/// COLLIDED_TS from that branch; our port returned OK — letting the step
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/// complete with full advance and the synthetic normal persisted.
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/// </para>
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///
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/// <para>
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/// This replay drives the real engine over the real dat cells with the
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/// live-log positions and player dimensions, and pins: the seam crossing
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/// must complete WITHOUT persisting a sliding normal, and continued forward
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/// running must keep advancing (no absorbing wedge).
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/// </para>
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/// </summary>
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public class Issue137CorridorSeamReplayTests
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{
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private readonly ITestOutputHelper _out;
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public Issue137CorridorSeamReplayTests(ITestOutputHelper output) => _out = output;
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private const uint SeamCellWest = 0x8A02016Eu;
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private const uint SeamCellEast = 0x8A02017Au;
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private static string? FindDatDir()
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{
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var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
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?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
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"Documents", "Asheron's Call");
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return Directory.Exists(datDir) ? datDir : null;
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}
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/// <summary>
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/// Hydrate the two seam cells + every portal-adjacent neighbor into a
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/// PhysicsEngine, exactly as the streaming path does (CacheCellStruct
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/// with the dat world transform).
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/// </summary>
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private static PhysicsEngine BuildCorridorEngine(DatCollection dats)
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{
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var engine = new PhysicsEngine();
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engine.DataCache = new PhysicsDataCache();
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var toLoad = new System.Collections.Generic.HashSet<uint> { SeamCellWest, SeamCellEast };
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foreach (var seed in new[] { SeamCellWest, SeamCellEast })
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{
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var seedCell = dats.Get<EnvCell>(seed);
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Assert.NotNull(seedCell);
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foreach (var p in seedCell!.CellPortals)
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toLoad.Add(0x8A020000u | p.OtherCellId);
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}
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// Expand three portal rings — the live collision cell array reaches
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// cells three hops out (0x8A020166, the under-ramp room whose ceiling
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// is the ramp slab's underside, is ring-3 in the 2026-07-06
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// seam-shake trace; with only two rings the offline flood can never
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// add it and the shake does not reproduce).
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for (int ring = 0; ring < 3; ring++)
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{
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foreach (var known in new System.Collections.Generic.List<uint>(toLoad))
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{
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var cell = dats.Get<EnvCell>(known);
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if (cell is null) continue;
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foreach (var p in cell.CellPortals)
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toLoad.Add(0x8A020000u | p.OtherCellId);
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}
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}
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foreach (var cellId in toLoad)
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{
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var envCell = dats.Get<EnvCell>(cellId);
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if (envCell is null) continue;
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var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell.EnvironmentId);
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if (environment is null) continue;
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if (!environment.Cells.TryGetValue(envCell.CellStructure, out var cs)) continue;
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var rot = new Quaternion(
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envCell.Position.Orientation.X, envCell.Position.Orientation.Y,
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envCell.Position.Orientation.Z, envCell.Position.Orientation.W);
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var world = Matrix4x4.CreateFromQuaternion(rot)
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* Matrix4x4.CreateTranslation(
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envCell.Position.Origin.X, envCell.Position.Origin.Y, envCell.Position.Origin.Z);
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engine.DataCache.CacheCellStruct(cellId, envCell, cs!, world);
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}
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return engine;
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}
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private static PhysicsBody GroundedBody()
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{
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var body = new PhysicsBody();
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body.ContactPlaneValid = true;
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// Corridor floor at world z = −6 → n·p + d = 0 with n = +Z, d = 6.
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body.ContactPlane = new Plane(Vector3.UnitZ, 6f);
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body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
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// The live session carried a walkable polygon (walkable=True on every
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// [resolve] line) — seed the corridor floor slab so the transition's
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// SetWalkable path runs like live.
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body.WalkablePolygonValid = true;
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body.WalkablePlane = new Plane(Vector3.UnitZ, 6f);
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body.WalkableUp = Vector3.UnitZ;
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body.WalkableVertices = new[]
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{
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new Vector3(75f, -41.67f, -6f),
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new Vector3(85f, -41.67f, -6f),
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new Vector3(85f, -38.33f, -6f),
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new Vector3(75f, -38.33f, -6f),
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};
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return body;
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}
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private ResolveResult Resolve(PhysicsEngine engine, PhysicsBody body,
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Vector3 from, Vector3 to, uint cellId)
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=> engine.ResolveWithTransition(
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currentPos: from,
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targetPos: to,
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cellId: cellId,
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sphereRadius: 0.48f, // human player, PlayerMovementController:885
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sphereHeight: 1.2f, // human player, PlayerMovementController:886
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stepUpHeight: 0.4f, // PlayerMovementController defaults
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stepDownHeight: 0.4f,
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isOnGround: true,
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body: body,
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moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
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/// <summary>
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/// 2026-07-06 seam-shake repro, snapshot-exact (probe session
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/// launch-137-seam-probes.log + resolve-137-seam-capture.jsonl tick 4101,
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/// repeated ×46): running WEST across the x=75 boundary
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/// (0x8A02016E → 0x8A020165, the ramp cell) from (75.287, −40.035, −6)
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/// toward (74.685, −39.988, −6), the resolve blocks with the SYNTHETIC
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/// reversed-movement normal (0.997, −0.078, −0.002) and out==in — every
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/// frame — the "shaking at the seam" report.
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///
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/// <para>
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/// Probe-traced chain: the foot sphere (tangent to the floor) crosses
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/// onto 0165's ramp floor; the ramp slab is double-faced and the
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/// UNDERSIDE face (poly 0, n=(−0.03,0,−1)) grazes the sphere within the
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/// hit threshold → recorded as a foot near-miss → neg-poly step-up
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/// dispatch with a downward normal → the nested step-up's walkable probe
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/// rejects the exactly-tangent ramp floor ([walkable-nearest]
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/// gap=−0.0000 overlapsSphere=False) → StepUpSlide →
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/// slide_sphere(downward normal vs up-facing contact plane) → the
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/// opposing-normals branch → Collided → revert. Repeat.
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/// </para>
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/// </summary>
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[Fact]
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public void SeamShake_WestBoundary_SnapshotExact_Advances()
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{
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var datDir = FindDatDir();
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if (datDir is null)
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{
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_out.WriteLine("SKIP: dat directory not found");
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return;
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}
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var engine = BuildCorridorEngine(dats);
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// Body seeded EXACTLY from the capture's bodyBefore (tick 4101).
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var body = new PhysicsBody();
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body.ContactPlaneValid = true;
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body.ContactPlane = new Plane(Vector3.UnitZ, 6f);
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body.ContactPlaneCellId = SeamCellWest;
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body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
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body.WalkablePolygonValid = true;
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body.WalkablePlane = new Plane(Vector3.UnitZ, 6f);
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body.WalkableUp = Vector3.UnitZ;
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body.WalkableVertices = new[]
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{
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new Vector3(75f, -38.33333f, -6f),
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new Vector3(75f, -41.66667f, -6f),
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new Vector3(78.33333f, -41.66667f, -6f),
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new Vector3(78.33333f, -38.33333f, -6f),
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};
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var from = new Vector3(75.28674f, -40.03537f, -6f);
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var to = new Vector3(74.6854f, -39.988018f, -6f);
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// Emit the same step-level probes the live session logged so the
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// offline trace can be line-diffed against launch-137-seam-probes.log
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// — the first divergent line names the state the replay is missing.
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var probeBuffer = new System.IO.StringWriter();
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var prevOut = Console.Out;
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ResolveResult r1;
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try
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{
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Console.SetOut(probeBuffer);
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PhysicsDiagnostics.ProbeStepWalkEnabled = true;
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PhysicsDiagnostics.ProbePushBackEnabled = true;
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PhysicsDiagnostics.ProbeIndoorBspEnabled = true;
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r1 = engine.ResolveWithTransition(
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currentPos: from,
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targetPos: to,
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cellId: SeamCellWest,
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sphereRadius: 0.48f,
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sphereHeight: 1.2f,
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stepUpHeight: 0.6f, // live Setup values from the capture
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stepDownHeight: 1.5f,
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isOnGround: true,
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body: body,
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moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
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}
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finally
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{
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PhysicsDiagnostics.ProbeStepWalkEnabled = false;
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PhysicsDiagnostics.ProbePushBackEnabled = false;
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PhysicsDiagnostics.ProbeIndoorBspEnabled = false;
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Console.SetOut(prevOut);
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}
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_out.WriteLine(probeBuffer.ToString());
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_out.WriteLine($"r1: ok={r1.Ok} out=({r1.Position.X:F3},{r1.Position.Y:F3},{r1.Position.Z:F3}) " +
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$"cell=0x{r1.CellId:X8} hit={r1.CollisionNormalValid} " +
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$"n=({r1.CollisionNormal.X:F2},{r1.CollisionNormal.Y:F2},{r1.CollisionNormal.Z:F2}) " +
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$"bodySliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)}");
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Assert.True(r1.Position.X < from.X - 0.3f,
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$"The westward boundary crossing onto the ramp must advance " +
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$"({from.X:F3} → {r1.Position.X:F3}, target {to.X:F3}); zero " +
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$"advance with the reversed-movement normal = the seam shake.");
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}
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/// <summary>
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/// 2026-07-06 gate session repro (launch-137-corridor-gate.log): standing
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/// at (84.851, −39.764, −6.000) — the foot sphere already straddling the
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/// x=85 cell boundary by 0.33 m — the first move attempt toward
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/// (85.453, −39.782) blocked with the synthetic reversed-movement normal
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/// (−1.00, 0.03, −0.02), out==in, cp lost (cp=none), and repeated every
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/// frame (the "shaking at the seam" report). The deeper straddle start is
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/// what the original replay frame (84.638 → 85.253) didn't cover.
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/// </summary>
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[Fact]
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public void SeamCrossing_FromDeepStraddleStart_Advances()
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{
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var datDir = FindDatDir();
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if (datDir is null)
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{
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_out.WriteLine("SKIP: dat directory not found");
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return;
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}
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var engine = BuildCorridorEngine(dats);
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var body = GroundedBody();
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var from = new Vector3(84.851f, -39.764f, -6.000f);
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var to = new Vector3(85.453f, -39.782f, -6.000f);
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var r1 = Resolve(engine, body, from, to, SeamCellWest);
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_out.WriteLine($"r1: ok={r1.Ok} out=({r1.Position.X:F3},{r1.Position.Y:F3},{r1.Position.Z:F3}) " +
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$"cell=0x{r1.CellId:X8} hit={r1.CollisionNormalValid} " +
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$"n=({r1.CollisionNormal.X:F2},{r1.CollisionNormal.Y:F2},{r1.CollisionNormal.Z:F2}) " +
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$"bodySliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)} " +
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$"bodyCpValid={body.ContactPlaneValid}");
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Assert.True(r1.Position.X > from.X + 0.2f,
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$"The straddling-start seam crossing must advance " +
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$"({from.X:F3} → {r1.Position.X:F3}); zero advance with a " +
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$"reversed-movement normal = the 2026-07-06 seam shake.");
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}
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[Fact]
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public void SeamCrossing_DoesNotPersistSyntheticSlidingNormal_AndRunContinues()
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{
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var datDir = FindDatDir();
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if (datDir is null)
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{
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_out.WriteLine("SKIP: dat directory not found");
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return;
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}
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var engine = BuildCorridorEngine(dats);
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var body = GroundedBody();
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// ── The live hit frame verbatim (launch-175-verify2.log:42858) ──
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var from = new Vector3(84.638f, -39.758f, -6.000f);
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var to = new Vector3(85.253f, -39.776f, -6.000f);
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var r1 = Resolve(engine, body, from, to, SeamCellWest);
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_out.WriteLine($"r1: ok={r1.Ok} out=({r1.Position.X:F3},{r1.Position.Y:F3},{r1.Position.Z:F3}) " +
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$"cell=0x{r1.CellId:X8} hit={r1.CollisionNormalValid} " +
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$"n=({r1.CollisionNormal.X:F2},{r1.CollisionNormal.Y:F2},{r1.CollisionNormal.Z:F2}) " +
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$"bodySliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)} " +
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$"slidingN=({body.SlidingNormal.X:F2},{body.SlidingNormal.Y:F2},{body.SlidingNormal.Z:F2})");
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// The corridor is straight and open: the crossing must not leave the
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// body carrying a sliding normal (there is no wall to slide on —
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// Issue137CorridorSeamInspectionTests proved no polygon matches the
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// live-recorded normal; retail's slide_sphere opposing branch returns
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// COLLIDED and its validate handling never lets a synthetic
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// reversed-movement normal survive a clean corridor run).
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Assert.False(body.TransientState.HasFlag(TransientStateFlags.Sliding),
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"Crossing the open corridor seam must not persist a sliding " +
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"normal — the live wedge's entry state (#137 mechanism 2).");
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// ── Keep running +X (the live session's held-W frames) ──────────
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var pos = r1.Position;
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var cell = r1.CellId;
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for (int i = 0; i < 6; i++)
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{
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var step = new Vector3(0.13f, -0.004f, 0f); // ~run speed per tick, same heading
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var r = Resolve(engine, body, pos, pos + step, cell);
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_out.WriteLine($"r{i + 2}: ok={r.Ok} out=({r.Position.X:F3},{r.Position.Y:F3},{r.Position.Z:F3}) " +
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$"cell=0x{r.CellId:X8} hit={r.CollisionNormalValid} " +
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$"bodySliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)}");
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Assert.True(r.Position.X > pos.X + 0.05f,
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$"Forward run must keep advancing through the open corridor " +
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$"(frame {i + 2}: {pos.X:F3} → {r.Position.X:F3}) — zero advance " +
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$"= the #137 absorbing wedge.");
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pos = r.Position;
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cell = r.CellId;
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}
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}
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}
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