acdream/tests/AcDream.App.Tests/Interaction/PlayerInteractionMovementSinkTests.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

111 lines
4.3 KiB
C#

using System.Numerics;
using AcDream.App.Input;
using AcDream.App.Interaction;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using AcDream.Core.World;
namespace AcDream.App.Tests.Interaction;
public sealed class PlayerInteractionMovementSinkTests
{
private const uint Player = 0x5000_0001u;
private const uint Target = 0x7000_0001u;
private const uint Cell = 0x0101_0001u;
[Fact]
public void MissingPlayerDoesNotArmTheIntent()
{
var completions = new PlayerApproachCompletionState();
var sink = new PlayerInteractionMovementSink(() => null, completions);
bool armed = false;
Assert.False(sink.BeginApproach(Approach(closeRange: true), _ => armed = true));
Assert.False(armed);
}
[Theory]
[InlineData(true, MovementType.TurnToObject)]
[InlineData(false, MovementType.MoveToObject)]
public void ProductionSinkCancelsThenArmsAndInstallsExactMovement(
bool closeRange,
MovementType expectedType)
{
var controller = new PlayerMovementController(new PhysicsEngine());
controller.SeedPlacementForTest(Vector3.Zero, Cell, Vector3.Zero);
bool nonAutonomousAtTargetInstall = false;
int cancellations = 0;
double targetQuantum = 0d;
var moveTo = new MoveToManager(
controller.Motion,
stopCompletely: () => { },
getPosition: () => controller.CellPosition,
getHeading: () => MoveToMath.HeadingFromYaw(controller.Yaw),
setHeading: (heading, _) => controller.Yaw = MoveToMath.YawFromHeading(heading),
getOwnRadius: () => 0.4f,
getOwnHeight: () => 1.8f,
contact: () => true,
isInterpolating: () => false,
getVelocity: () => Vector3.Zero,
getSelfId: () => Player,
setTarget: (_, topLevelId, radius, quantum) =>
{
Assert.Equal(Target, topLevelId);
Assert.Equal(0.5f, radius);
targetQuantum = quantum;
nonAutonomousAtTargetInstall =
controller.Motion.PhysicsObj?.LastMoveWasAutonomous == false;
},
clearTarget: () => { },
getTargetQuantum: () => targetQuantum,
setTargetQuantum: quantum => targetQuantum = quantum);
moveTo.MoveToCancelled = _ => cancellations++;
controller.MoveTo = moveTo;
// Prove the sink's explicit cancel occurs before its arm callback.
moveTo.MoveToPosition(
new Position(Cell, new Vector3(2f, 0f, 0f), Quaternion.Identity),
new MovementParameters { UseSpheres = false });
bool armedAfterCancellation = false;
var completions = new PlayerApproachCompletionState();
_ = completions.BeginControllerLifetime();
var sink = new PlayerInteractionMovementSink(
() => controller,
completions);
Assert.True(sink.BeginApproach(
Approach(closeRange),
_ => armedAfterCancellation = cancellations == 1 && !moveTo.IsMovingTo()));
Assert.True(armedAfterCancellation);
Assert.True(nonAutonomousAtTargetInstall);
Assert.Equal(expectedType, moveTo.MovementTypeState);
Assert.Equal(Target, moveTo.SoughtObjectId);
Assert.Equal(Target, moveTo.TopLevelObjectId);
Assert.Equal(closeRange ? 0f : 0.75f, moveTo.SoughtObjectRadius);
Assert.Equal(closeRange ? 0f : 2.25f, moveTo.SoughtObjectHeight);
Assert.Equal(0.6f, moveTo.Params.DistanceToObject);
Assert.Equal(!closeRange, moveTo.Params.CanCharge);
}
private static InteractionApproach Approach(bool closeRange)
{
var entity = new WorldEntity
{
Id = 101u,
ServerGuid = Target,
SourceGfxObjOrSetupId = 0x0200_0001u,
Position = new Vector3(5f, 0f, 0f),
Rotation = Quaternion.Identity,
MeshRefs = [],
};
return new InteractionApproach(
new WorldInteractionTarget(Target, entity.Id, entity),
new PlayerInteractionPose(Cell, Vector3.Zero),
UseRadius: 0.6f,
IsCloseRange: closeRange,
CanCharge: !closeRange,
TargetRadius: 0.75f,
TargetHeight: 2.25f);
}
}