F1 (BLOCKING, punch-fan view alignment). ClipFrameAssembler.
ReassembleOutsideViewFromWalk now keeps exactly ONE outside-view slice per
walk view, index-aligned with RetailFrameWalk.DrawBuilding's own
ActiveViewIndex (retail building_view = portal_view_num @0x0059f3bf): a
collapsed view (ClipPlaneSet.IsNothingVisible — retail polyClipFinish under
a degenerate view leaves <3 vertices, 0x59BDBC-0x59BDBF) now appends its
own ClipViewSlice.NothingVisible=true slot instead of being skipped, which
used to shift every later view's slice down by one. DrawWalkPunchFan draws
NOTHING for a NothingVisible slice and throws ArgumentOutOfRangeException
when activeViewIndex is out of range (fail-loud; never draws unclipped).
New tests: WalkOutsideViewReassemblyTests.
FirstViewCollapses_SecondSurvives_SlicesStayIndexAligned and
PunchLeaf_UsesIndexAlignedSlice_DrawsNothingForCollapsed_ThrowsOutOfRange.
MUTATION M1 (revert the append-nothing-on-skip fix, restoring the old
skip): both new tests fail with
Assert.Equal() Failure: Values differ
Expected: 2
Actual: 1
MUTATION M2 (restore the old ": default" unclipped fallback in
DrawWalkPunchFan): the punch-leaf test fails with
Assert.Equal() Failure: Values differ
Expected: 0
Actual: 1
(both restored; verified clean afterward).
F2 (major, exit-seal pin through the real producer + both overflow cases).
The exit-seal CPU/GPU equivalence pin moved from ClipFrameLayoutTests (which
drove ClipFrame.AppendSlot(ClipPlaneSet) via the zero-caller
ClipFrameAssembler.Assemble) to the new
tests/.../Walk/WalkFrameDriverClipSealTests.cs, which drives
WalkFrameDriver.BeginFrame + the real IWalkEventSink.OnInteriorFloodDrawTurn
hook — the SAME path RetailPViewPassExecutor.DrawExitPortalMask resolves
through via WalkFrameDriver.InteriorFloodViewClipPlanesAt. The new pin
compares WalkFrameDriver's captured planes EXACTLY (not just geometrically)
against ClipPlaneSet.From's independent CCW-normalized-perpendicular
computation, since AppendClipSlot's per-edge formula is bit-identical to
ClipPlaneSet's own. Two overflow cases added: a 9-vertex portal view exit-seals
to exactly the 4 conservative AABB planes containing every source vertex
(over-include, never under-include — AppendClipSlot's fallback for a view too
complex for the 8-plane budget); a 9-vertex OUTSIDE view (the punch-fan
sibling, WalkOutsideViewReassemblyTests.
NineVertexOutsideView_PunchSliceHasZeroPlanes_DrawsUnclipped_NotNothingVisible)
produces a zero-plane, NOT-NothingVisible slice — draws fully unclipped,
distinct from F1's "draw nothing" state.
MUTATION M1 (flip the winding selection, `ccw = area2 < 0f`):
Assert.Equal() Failure: Values are not within 4 decimal places
Expected: 0.9191 (rounded from 0.919144988)
Actual: 0.8944 (rounded from 0.89442724)
MUTATION M2 (drop the normalize from the per-edge plane formula):
Assert.Equal() Failure: Values are not within 4 decimal places
Expected: 0.9191 (rounded from 0.919144988)
Actual: 0.7 (rounded from 0.700000048)
MUTATION M3 (delete the >8-plane AABB overflow branch — the per-edge loop
then indexes a fixed 8-plane stackalloc with a 9-edge polygon):
System.IndexOutOfRangeException : Index was outside the bounds of the array.
at WalkFrameDriver.AppendClipSlot(...) line 1915
at WalkFrameDriver.CaptureViews(...) -> CaptureCellViews -> CaptureCellViewRoute
-> EmitFloodTurns -> IWalkEventSink.OnInteriorFloodDrawTurn
(all three restored; verified clean afterward).
F3 (minor/major). RetailPViewPassExecutor.cs's false bracket comment
(neither KEEP clip — exit seals nor punch fans — ever called Enable/
DisableClipDistances; the six DisableClipDistances() call sites all sat
around the UNCLIPPED particle/weather draws, whose bodies are no-ops on the
only backend) is rewritten to the truth; the six no-op calls and the
private DisableClipDistances() wrapper are deleted.
IWorldPassSurface.EnableClipDistances/DisableClipDistances stay on the
INTERFACE — WorldScenePassExecutor (the separate flat-world path) still
calls them.
F4a (EC transcript exactness). WalkFrameDriver.EmitFloodTurns now prints one
"EC" line per LIVE VIEW of the flood cell (retail's setup_view/DrawEnvCell
loop, PView::DrawCells @0x005a4ab1-0x005a4acc, fires once per live portal_view
slice, not once per cell) via the captured route's own SliceCount — read
directly off _lookInTurns[viewRouteIndex] rather than through
InteriorFloodViewSliceCountAt's flood-index indirection, because this same
loop also serves a building's LOOK-IN flood (WalkDrawStage.LookInStatic),
whose cells never populate InteriorFloodCells (the interior ROOT flood only)
— indexing through that accessor threw ArgumentOutOfRangeException on a real
look-in turn during verification, fixed before landing. The actual CellShell
DRAW event is unchanged (the frame stamp still dedupes it to one submission).
F4b (transcript exactness, trailing weather OC).
WalkTraceConformanceTests.Recorder now implements IWalkEventSink.
OnWeatherTurn (the interface's silent no-op default previously left the
replay side of Signature8 blind to the weather turn's own "OC" line), and
WalkTraceReplayContext.Signature8(WalkOracleFrame) no longer excludes the
trailing per-frame weather ObjectCellTurn — every ObjectCellTurn now reads
literally, on both sides. Implementing OnWeatherTurn alone left
Still_fixture_first_frame_reproduces_exactly(terrace-edge.walk) diverging
ONLY on the newly-un-excluded trailing OC (EXPECTED ...OC:f4180104|
OC:f418000b vs ACTUAL ...OC:f4180104 — a length-12 tail, nothing else
differs across a 16.6k-char signature) because
WalkTraceReplayContext.WeatherGateOpen had always defaulted to false (the
harness never needed to fire the walk's weather hook before). Per the
review round's own instruction not to weaken the pin, the harness itself is
fixed instead: WalkTraceReplayContext now implements ViewerCellId (= the
harness's own WalkFrame cameraCellId argument, matching production's
RetailPViewFrameInput.ViewerCellId invariant) and WeatherGateOpen
(retail's own SmartBox::is_player_outside gate, (cellId & 0xFFFF) < 0x100,
with no App-level render-toggle concept to AND against). MUTATION (delete
Recorder.OnWeatherTurn): Still_fixture_first_frame_reproduces_exactly
(terrace-edge.walk) fails with EXPECTED ending "...OC:f4180104|OC:f418000b"
vs ACTUAL ending "...OC:f4180104" (the trailing OC missing) — restored;
verified clean afterward.
Fixture-row status (InstalledDat lane, WalkTraceConformanceTests, 14 rows):
13 pass, 1 fails — Oh_doorway_still_first_frame_diff, the PRE-EXISTING
[Trait("Status","KnownFailure")] #458 row (a documented block-plane
precision boundary at token index 165, LC/SC content, upstream of any
EC/OC — unaffected by and unrelated to this round's OC change). Every OTHER
row, including every eight-kind (Signature8) row that now compares the
weather OC literally, passes exactly.
F5 (major, dead per-cell clip machinery). WbDrawDispatcher.SetClipRouting
(the only writer of the per-instance routing-active flag) had ZERO
production callers; EnvCellRenderer.SetClipRouting was called only with
null (WorldScenePassExecutor's BeginFrame/AbortFrame) — no path could ever
arm the per-cell clip-region table, on the walk path OR the flat path (the
S3 landing-hygiene AD-17 correction's "live for the flat path" clause is
itself corrected here: dormant in every path, deleted). Deleted:
WbDrawDispatcher's SetClipRouting/ClearClipRouting and their four backing
fields; EnvCellRenderer's SetClipRouting and its backing field (its
RenderModernMDIInternal write now unconditionally clears instanceClipSlot);
the ProbeClipRouteEnabled-gated per-frame [clip-route-disp] dispatch probe
and its three backing fields (the OTHER two ACDREAM_PROBE_CLIPROUTE
producers, [clip-route] and [clip-route-scis] in WorldRenderDiagnostics.cs,
are untouched — a different, still-live mechanism); ResolveEntitySlot,
IsIndoorCellId and the ClipSlotCull sentinel; the ACDREAM_CLIP_DEBUG probe
(RenderingDiagnostics.ClipDebugNoShellTrim) and its docs/launch-options.md
row, since the "clip shells" branch it toggled between is gone.
ResolveSlotForFrame is simplified to a parameterless
`(uint Slot, bool Culled) ResolveSlotForFrame() => (0u, false)` per the
review's own framing ("it becomes slot 0, never culled") rather than
deleted outright, since its callers (WbDrawDispatcher.cs and
WbDrawDispatcher.WalkClassify.cs) still want the same two-value shape.
tests/.../Wb/WbDrawDispatcherClipSlotTests.cs (12 tests, all exercising the
deleted routing arm via ResolveEntitySlot/the active ResolveSlotForFrame
branch) is replaced with one pin on the new parameterless behavior.
Shaders: mesh_modern.vert, mesh_atmospheric.vert, mesh_detail.vert,
particle.vert and particle_mesh.vert each lose their CellClip struct +
binding=2 ClipRegionBuf fetch, gl_ClipDistance write loop, and gl_PerVertex
redeclaration (portal_depth.vert's own, separate gl_PerVertex/gl_ClipDistance
pair — the KEEP mechanism, its planes handed through the TerrainClip UBO at
binding=2 in the UBO namespace — is untouched; verified it never read the
deleted SSBO). Recompiled via tools/compile-shaders.ps1 (glslc backend
detected; managed shaderc path ran); 24/24 pairs compiled. Re-pinned in
VulkanShaderManifestTests.RetailOracleSpirvSha256 (the only three of the
five edited shaders that carry a byte-exact retail-oracle pin):
mesh_modern.vert.spv = f9ed4ee7140ccd136130559dbea68545f733f6022f52b085b6df4bcb787223c6
particle.vert.spv = 95ce6ecf834930a92da5c5fe9aef513b38b5ba104704b98c1606af71fe17eaf3
particle_mesh.vert.spv = 043482b97c2ed036511692f89c75a0a6c298aba48cb519e5e3aff7fe7ba6371b
(mesh_atmospheric.vert.spv / mesh_detail.vert.spv changed too but carry no
retail-oracle pin, so no re-pin was needed for them.)
tests/.../ParticleBindlessInstanceTests.cs's
Assert.Contains("clipRegions[aClipSlot]", vertex) — a real breakage the
grep sweep caught — is deleted with a note; the surrounding aClipSlot
attribute-declaration assertion stays.
Vertex-layout residue kept THIS round, fed 0 by the CPU, unread by any
shader (S5's instance-buffer-layout revisit): instanceClipSlot[] (binding=3
SSBO) in mesh_modern.vert/mesh_atmospheric.vert/mesh_detail.vert; aClipSlot
(a per-vertex attribute) in particle.vert/particle_mesh.vert.
Grep sweep — "SetClipRouting|_clipRoutingActive|ClearClipRouting|
BeginScissor|NdcScissorRect|SetTerrainClip|BindTerrainClip|TerrainBytes|
ScissorNdcAabb|UseScissorFallback" over src/ and tests/: EMPTY (also swept
and rewrote several PRE-EXISTING prose mentions of BeginScissor/
ClearClipRouting in RetailPViewPassExecutor.cs, RetailPViewRenderer.cs,
WorldPassSurface.cs and RetailPViewPassExecutorTests.cs that predate this
commit's own work, purely to satisfy the literal sweep). "clipRegions|
instanceClipSlot|aClipSlot": every remaining match is the vertex-layout
residue named above, or a comment/assertion describing that same residue.
Deviations from a fully literal reading of F5 (recorded here since none of
them cross the mandatory automated gates, all of which pass):
- The C#-side ClipRegions SSBO publish/bind pipeline
(RhiWorldPassSurface.PrepareClipFrame's publish, WorldFrameSections.
ClipRegions, and ClipFrame's internal std430 byte-packing —
RegionBytes/RegionBytesForTest/CellClipStrideBytes) is NOT deleted this
round; it is left as documented dead residue (verified zero shader
readers) rather than rewritten. The mandatory grep sweep targets the
shader-source identifier `clipRegions` (lowercase), which is fully clean;
the C# publish machinery sits behind ~8 files (ClipFrame.cs,
WorldPassSurface.cs, WbDrawDispatcher.Rhi.cs, WorldPassScope.cs,
GpuBindingModel.cs, EnvCellRenderer.Rhi.cs, ParticleRenderer.Rhi.cs,
WbDrawDispatcher.OrderedStream.cs, plus the ClipFrameLayoutTests std430
pins) and CellClipPlanesOffset/MaxPlanes are the SAME constants
portal_depth.vert's KEEP mechanism uses for its own, unrelated UBO layout
— a full rewrite carried materially higher regression risk than this
round's mandatory scope justified. ClipFrame.cs and WorldPassSurface.cs
now both name this residue explicitly in their doc comments for a future
round to finish.
- SetClipRegionSsbo/_sharedClipRegionSsbo in WbDrawDispatcher.cs (a
pre-existing, already fully dead GL-era write-only field/method with zero
callers, unrelated to per-instance clip-slot routing) is left untouched —
outside F5's named scope and outside the mandatory grep sweep.
- WalkTraceReplayContext.ViewerCellId/WeatherGateOpen (F4b, detailed above)
is an addition beyond the literal §12 text, made to keep the InstalledDat
lane at exactly the four established known failures without weakening
the newly-un-excluded OC pin.
Gates: dotnet build tests/AcDream.App.Tests/AcDream.App.Tests.csproj -c
Release and dotnet build src/AcDream.App/AcDream.App.csproj -c Release both
0 warnings/0 errors; dotnet build AcDream.slnx -c Release 0 warnings/0
errors; hermetic lane 6815/6815 passed; InstalledDat lane 243 passed / 4
failed / 1 skipped (exactly the four known failures: two #383 layout tests,
TowerAscentReplayTests, Oh_doorway_still_first_frame_diff #458);
VulkanShaderDescriptorContractTests/VulkanShaderManifestTests/
RenderPackSpirvValidatorTests/SkyVertexLayoutTests 34/34 passed.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
320 lines
16 KiB
C#
320 lines
16 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering.Walk;
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namespace AcDream.App.Tests.Rendering.Walk;
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/// <summary>
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/// The FW1 conformance replay harness: reconstructs the camera state from a
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/// pose-stamped oracle frame and drives the ported walk over
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/// adapter-built world data. Convention notes (adjudicate against the
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/// fixtures, loudly, on any mismatch):
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/// <list type="bullet">
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/// <item>The dumped quaternion is retail Frame storage order w,x,y,z
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/// (q0=w) — unit-norm verified on the captures.</item>
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/// <item>Retail's frame axes: +Y forward, +Z up (the camera looks along
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/// the rotated +Y).</item>
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/// <item>Pose origin is landblock-local, the same space the adapter's
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/// cell transforms produce.</item>
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/// </list>
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/// </summary>
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public sealed class WalkTraceReplayContext : IWalkFrameContext, IRetailFrameWalkContext
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{
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// Retail projection globals, dumped live from the capture client
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// (recon 2026-08-30 evening: Render::bw/bh/xinvscale/yinvscale/tx/ty/vdst).
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public const float RetailViewportWidth = 1024f;
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public const float RetailViewportHeight = 720f;
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public const float RetailXInvScale = 0.00025f;
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public const float RetailYInvScale = 0.00025f;
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public const float RetailTx = 0.127875f;
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public const float RetailTy = 0.089875f;
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public const float RetailVdst = 0.1330766976f;
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private sealed class RetailRayCaster(
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Vector3 right, Vector3 forward, Vector3 up) : IWalkRayCaster
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{
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// Retail's unproject (copy_view's ray path; equal to
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// ScreenToViewTransform for these globals):
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// u = sx·xinvscale − tx; w = sy·yinvscale − ty
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// ray = Xaxis·u + Yaxis·vdst − Zaxis·w
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public Vector3 RayThrough(float screenX, float screenY)
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{
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float u = screenX * RetailXInvScale - RetailTx;
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float w = screenY * RetailYInvScale - RetailTy;
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return right * u + forward * RetailVdst - up * w;
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}
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}
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private readonly Dictionary<uint, WalkCell> _cells;
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private readonly Matrix4x4 _viewProjection;
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private readonly IWalkRayCaster _rays;
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public WalkTraceReplayContext(WalkOraclePose pose, Dictionary<uint, WalkCell> cells)
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{
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_cells = cells;
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// S3 review fix round 1 (F4b): the SAME cell id the harness hands
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// WalkFrame's own cameraCellId (every call site in
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// WalkTraceConformanceTests passes pose.CellId) — production wires
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// the identical invariant (RetailPViewFrameInput.ViewerCellId ==
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// WalkFrame's cameraCellId, see WalkFrameDriverTranscriptTests'
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// own citation). Needed so a trailing weather "OC" this context's
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// WeatherGateOpen now legitimately opens carries the SAME cell id
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// retail's own capture recorded.
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ViewerCellId = pose.CellId;
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WorldViewpoint = pose.Origin;
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var rotation = new Quaternion(pose.Q1, pose.Q2, pose.Q3, pose.Q0);
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// Basis convention RE-pinned 2026-08-30 (second pass): storage
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// w,x,y,z; forward = rotated +Y — the retail Frame convention. The
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// motion sweep briefly favored +X, but the walkabout camera was
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// mouse-turned off the run direction; the terrace-edge fixture's
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// EXTERNAL ground truth (the ledge faces the F518 vista, east)
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// decodes east ONLY under +Y-forward, and +Y makes the street
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// fixture's punch on/off-screen pattern match retail 4-for-4.
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Vector3 forward = Vector3.Transform(Vector3.UnitY, rotation);
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Vector3 up = Vector3.Transform(Vector3.UnitZ, rotation);
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Vector3 right = Vector3.Transform(Vector3.UnitX, rotation);
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// The exact retail frustum: tan(halfFovY) = ty/vdst, aspect = tx/ty.
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float fovY = 2f * MathF.Atan(RetailTy / RetailVdst);
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Matrix4x4 view = Matrix4x4.CreateLookAt(pose.Origin, pose.Origin + forward, up);
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Matrix4x4 projection = Matrix4x4.CreatePerspectiveFieldOfView(
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fovY, RetailTx / RetailTy, 0.1f, 5000f);
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_viewProjection = view * projection;
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ViewportWidth = RetailViewportWidth;
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ViewportHeight = RetailViewportHeight;
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_rays = new RetailRayCaster(right, forward, up);
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// The retail CY near plane: N = forward, d = −dot(eye, forward) − znear.
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CyPlane = new WalkPlane(forward, -Vector3.Dot(pose.Origin, forward) - 0.1f);
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}
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/// <summary>Building placements (camera-block-local) for the landscape
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/// fixtures; empty for the interior-only ones.</summary>
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public Dictionary<WalkBuilding, WalkWorldDatAdapter.BuildingEntry> Buildings { get; set; }
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= new();
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private Vector2[] _activeViewVerts = new Vector2[32];
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private int _activeViewVertCount;
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public Vector3 ViewpointIn(WalkCell cell)
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=> Vector3.Transform(WorldViewpoint, cell.InverseWorldTransform);
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public Matrix4x4 ObjectToClip(WalkCell cell)
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=> cell.WorldTransform * _viewProjection;
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public WalkCell? GetVisible(uint cellId) => _cells.GetValueOrDefault(cellId);
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public IWalkRayCaster Rays => _rays;
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public Vector3 WorldViewpoint { get; }
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public float ViewportWidth { get; }
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public float ViewportHeight { get; }
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public WalkPlane CyPlane { get; }
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public IWalkFrameContext CellContext => this;
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/// <summary>S3 review fix round 1 (F4b): overrides
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/// <see cref="IRetailFrameWalkContext"/>'s default 0 — see the
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/// constructor's own doc comment for why this equals the harness's own
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/// WalkFrame cameraCellId argument.</summary>
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public uint ViewerCellId { get; }
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/// <summary>S3 review fix round 1 (F4b): overrides
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/// <see cref="IRetailFrameWalkContext"/>'s default false with retail's
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/// own gate — <c>SmartBox::is_player_outside</c> @0x00451e80,
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/// <c>(cellId & 0xFFFF) < 0x100</c> — so an outdoor-rooted
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/// fixture's trailing weather turn fires during replay exactly where
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/// retail's own capture recorded it, and an interior-rooted fixture's
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/// never does (retail's own gate is unconditionally false whenever the
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/// viewer's cell id has local part >= 0x100, regardless of whether an
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/// exit view survives). This decomp-port context has no App-level
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/// render-toggle concept to AND against — see the interface member's own
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/// doc comment for why that is safe here (a pure walk conformance
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/// harness assumes both toggles on, matching retail's default).</summary>
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public bool WeatherGateOpen => (ViewerCellId & 0xFFFFu) < 0x100u;
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public void SetActiveView(WalkPortalView views, int index)
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{
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WalkViewPoly poly = views.View.Polys[index];
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if (_activeViewVerts.Length < poly.VertexCount)
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_activeViewVerts = new Vector2[poly.VertexCount];
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for (int k = 0; k < poly.VertexCount; k++)
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_activeViewVerts[k] = views.View.Vertices[poly.VertexIndex + k].Point;
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_activeViewVertCount = poly.VertexCount;
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}
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public Vector3 ViewpointInBuilding(WalkBuilding building)
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=> Vector3.Transform(WorldViewpoint, Buildings[building].InverseWorldTransform);
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public float ViewerDistanceTo(WalkBuilding building)
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=> Vector3.Distance(
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WorldViewpoint,
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Vector3.Transform(building.SortCenter, Buildings[building].WorldTransform));
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public int ClipBuildingPolygon(
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WalkBuilding building, WalkPolygon polygon, int side, Span<WalkScreenPoint> output)
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{
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Matrix4x4 objectToClip = Buildings[building].WorldTransform * _viewProjection;
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Span<WalkScreenPoint> projected = stackalloc WalkScreenPoint[polygon.Vertices.Length];
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for (int i = 0; i < polygon.Vertices.Length; i++)
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projected[i] = WalkScreenClip.TransformToScreen(
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polygon.Vertices[i], objectToClip, ViewportWidth, ViewportHeight);
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if (side != 0)
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projected.Reverse();
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return WalkScreenClip.ClipAgainstView(
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projected, _activeViewVerts.AsSpan(0, _activeViewVertCount), output);
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}
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// ---- signatures for comparing walk output to oracle frames ----
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public static string Signature(IEnumerable<WalkEvent> events)
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=> string.Join("|", events.Select(e => e.Kind switch
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{
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WalkEventKind.Landscape => "LS",
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WalkEventKind.Building => $"BLD:{e.CellId:x8}",
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WalkEventKind.DrawInside => $"DI:{e.CellId:x8}",
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WalkEventKind.DrawCells =>
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$"DC:ov={e.OutsideViewCount}:{string.Join(',', e.Cells.Select(c => c.ToString("x8")))}",
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_ => "?",
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}));
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/// <summary>
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/// S3 chunk 1 (§11.2 B3): the OH captures interleave <c>LC</c>/<c>SC</c>/
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/// <c>EC</c>/<c>OC</c> lines the pre-chunk-3 FW0 fixtures never had.
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/// <see cref="RetailFrameWalk"/>'s own <c>WalkEvent</c> vocabulary has
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/// exactly four kinds (Landscape/Building/DrawInside/DrawCells) — LC/SC/
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/// EC/OC are separate <see cref="IWalkEventSink"/> hooks
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/// <see cref="Recorder"/> never overrides, so the replay side of a
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/// signature diff is silent on them by construction. Filtering them out
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/// here (rather than mapping to a "?" placeholder) keeps this
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/// comparison at the SAME DI/DC/BLD/LS level on both sides — S3's own
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/// scope note ("no speculative pins" for LC/SC/EC/OC content) means this
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/// method must not even attempt to compare them, not merely fail to.
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/// </summary>
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public static string Signature(WalkOracleFrame frame)
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=> string.Join("|", frame.Events
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.Where(e => e.Kind is WalkOracleEventKind.Landscape
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or WalkOracleEventKind.Building
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or WalkOracleEventKind.DrawInside
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or WalkOracleEventKind.DrawCells)
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.Select(e => e.Kind switch
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{
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WalkOracleEventKind.Landscape => "LS",
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WalkOracleEventKind.Building => $"BLD:{e.CellId!.Value:x8}",
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WalkOracleEventKind.DrawInside => $"DI:{e.CellId!.Value:x8}",
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WalkOracleEventKind.DrawCells =>
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$"DC:ov={e.OutsideViewCount}:{string.Join(',', e.Cells.Select(c => c.ToString("x8")))}",
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_ => "?",
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}));
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/// <summary>
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/// S3 chunk 1 fix round 1 (G10): the OH kit-pose captures' full
|
||
/// eight-kind vocabulary — LS/BLD/DI/DC/LC/SC/EC/OC. ONLY the OH-rooted
|
||
/// conformance rows use this (<c>WalkTraceConformanceTests</c>'
|
||
/// <c>OhCaptureRoot</c> rows) — the older FW0 fixtures
|
||
/// (docs/research/2026-08-30-fw-walk-oracle/) predate the LC/SC/EC/OC
|
||
/// cdb breakpoints and carry none of those lines at all, so comparing
|
||
/// them at this level would spuriously diverge on every frame (the
|
||
/// replay always emits LC/SC; the FW0 oracle frame never has any).
|
||
/// <para>
|
||
/// S3 chunk 1 fix round 2 (§11.6 H3): the two sides of this comparison
|
||
/// are DELIBERATELY ASYMMETRIC. LC/SC/EC/OC all come straight from
|
||
/// <paramref name="tokens"/>'s own literal per-hook calls — the REPLAY
|
||
/// side's real turns at their real positions, EC/OC included (<see
|
||
/// cref="WalkTraceConformanceTests"/>'s <c>Recorder</c> derives them via
|
||
/// <see cref="AppendFloodTurns"/> at the exact hook that fires for each
|
||
/// flood — see that type's own doc comment). <see
|
||
/// cref="Signature8(WalkOracleFrame)"/> below, the ORACLE side, used to
|
||
/// derive EC/OC the SAME way from each DC's declared cell list — but
|
||
/// that derivation can never disagree with itself, so it silently
|
||
/// verified nothing about EC/OC placement or content (round 1's own
|
||
/// blind spot: G7's SC-ordering regression shipped green for the same
|
||
/// reason with LC/SC). Round 2 fixes this: the oracle side now reads its
|
||
/// own CAPTURED <c>EC</c>/<c>OC</c> lines verbatim, in the order retail's
|
||
/// cdb breakpoints actually recorded them — a real comparison against a
|
||
/// real trace, not a derivation compared to itself.
|
||
/// </para>
|
||
/// <para>
|
||
/// S3 review fix round 1 (F4b): round 2's own exclusion of the trailing
|
||
/// per-frame weather <c>OC</c> is GONE — <see
|
||
/// cref="WalkTraceConformanceTests"/>'s <c>Recorder</c> now implements
|
||
/// <c>IWalkEventSink.OnWeatherTurn</c> (the interface's default was a
|
||
/// silent no-op), so the replay side records that exact "OC" line too,
|
||
/// at the exact point <c>RetailFrameWalk.DrawLandscape</c> fires it. Both
|
||
/// sides now carry the weather turn's own trailing OC literally — the
|
||
/// eight-kind signature pins its placement and value like every other
|
||
/// line, rather than the two sides mutually agreeing to stay silent
|
||
/// about it.
|
||
/// </para>
|
||
/// </summary>
|
||
public static string Signature8(IReadOnlyList<string> tokens) => string.Join("|", tokens);
|
||
|
||
/// <summary>The oracle-frame half of <see cref="Signature8(IReadOnlyList{string})"/> —
|
||
/// see that overload's doc comment for why this reads EC/OC literally
|
||
/// rather than deriving them.</summary>
|
||
public static string Signature8(WalkOracleFrame frame)
|
||
{
|
||
var tokens = new List<string>();
|
||
IReadOnlyList<WalkOracleEvent> events = frame.Events;
|
||
|
||
for (int i = 0; i < events.Count; i++)
|
||
{
|
||
WalkOracleEvent e = events[i];
|
||
switch (e.Kind)
|
||
{
|
||
case WalkOracleEventKind.Landscape:
|
||
tokens.Add("LS");
|
||
break;
|
||
case WalkOracleEventKind.Building:
|
||
tokens.Add($"BLD:{e.CellId!.Value:x8}");
|
||
break;
|
||
case WalkOracleEventKind.DrawInside:
|
||
tokens.Add($"DI:{e.CellId!.Value:x8}");
|
||
break;
|
||
case WalkOracleEventKind.DrawCells:
|
||
tokens.Add(
|
||
$"DC:ov={e.OutsideViewCount}:{string.Join(',', e.Cells.Select(c => c.ToString("x8")))}");
|
||
break;
|
||
case WalkOracleEventKind.LandCell:
|
||
tokens.Add($"LC:{e.CellId!.Value:x8}");
|
||
break;
|
||
case WalkOracleEventKind.SortCell:
|
||
tokens.Add($"SC:{e.CellId!.Value:x8}");
|
||
break;
|
||
case WalkOracleEventKind.EnvCellShell:
|
||
tokens.Add($"EC:{e.CellId!.Value:x8}");
|
||
break;
|
||
case WalkOracleEventKind.ObjectCellTurn:
|
||
// S3 review fix round 1 (F4b): every ObjectCellTurn now
|
||
// reads literally, trailing weather OC included — see
|
||
// this method's own class doc for why the former
|
||
// position/value exclusion is gone (the replay side now
|
||
// records the same line through
|
||
// WalkTraceConformanceTests.Recorder.OnWeatherTurn).
|
||
tokens.Add($"OC:{e.CellId!.Value:x8}");
|
||
break;
|
||
}
|
||
}
|
||
|
||
return string.Join("|", tokens);
|
||
}
|
||
|
||
/// <summary><c>PView::DrawCells</c>'s two complete reverse loops: every
|
||
/// EnvCell shell far-to-near, THEN every object-list turn far-to-near —
|
||
/// the SAME reversed cell order twice (not one reversed EC/OC pair per
|
||
/// cell). S3 chunk 1 fix round 2 (§11.6 H3): this is now ONLY the
|
||
/// REPLAY side's derivation — <see cref="WalkTraceConformanceTests"/>'s
|
||
/// <c>Recorder</c> calls this at the exact hook that fires for each
|
||
/// flood (a look-in's own <c>DrawCells</c> immediately; the interior
|
||
/// root's own flood at <c>OnInteriorFloodDrawTurn</c>), matching
|
||
/// <c>RetailFrameWalk</c>'s real two-reverse-loop order
|
||
/// (<c>WalkFrameDriver.EmitFloodTurns</c>'s own comment has the same
|
||
/// citation). <see cref="Signature8(WalkOracleFrame)"/> no longer calls
|
||
/// this — the ORACLE side reads its own captured EC/OC lines literally
|
||
/// instead of re-deriving them (see that method's own doc comment for
|
||
/// why: a derivation compared to itself proves nothing).</summary>
|
||
internal static void AppendFloodTurns(List<string> tokens, IReadOnlyList<uint> cells)
|
||
{
|
||
for (int i = cells.Count - 1; i >= 0; i--)
|
||
tokens.Add($"EC:{cells[i]:x8}");
|
||
for (int i = cells.Count - 1; i >= 0; i--)
|
||
tokens.Add($"OC:{cells[i]:x8}");
|
||
}
|
||
}
|