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>
144 lines
4.9 KiB
C#
144 lines
4.9 KiB
C#
using System.Numerics;
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using AcDream.App.Input;
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using AcDream.Core.Physics;
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using AcDream.Core.World;
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namespace AcDream.App.Tests.Input;
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public sealed class LocalPlayerProjectionControllerTests
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{
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[Fact]
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public void Project_PreservesCompleteAuthoritativeBodyQuaternion()
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{
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const uint cellId = 0x01010001u;
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Quaternion complete = Quaternion.Normalize(
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Quaternion.CreateFromAxisAngle(Vector3.UnitX, 0.7f)
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* Quaternion.CreateFromAxisAngle(Vector3.UnitY, -0.4f));
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var movement = new PlayerMovementController(new PhysicsEngine());
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movement.SeedPlacementForTest(Vector3.Zero, cellId, Vector3.Zero);
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movement.SetBodyOrientation(complete);
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var entity = new WorldEntity
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{
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Id = 7u,
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ServerGuid = 0x50000001u,
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SourceGfxObjOrSetupId = 0x02000001u,
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Position = Vector3.Zero,
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Rotation = Quaternion.Identity,
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MeshRefs = Array.Empty<MeshRef>(),
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};
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var projection = new LocalPlayerProjectionController(new TestProjectionRuntime(
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() => entity,
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() => 1,
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() => 1,
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(_, _) => { },
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(_, _) => { },
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_ => true,
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_ => { }));
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projection.Project(
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movement,
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movement.CapturePresentationResult(),
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hidden: false);
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Assert.InRange(
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MathF.Abs(Quaternion.Dot(
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complete,
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Quaternion.Normalize(entity.Rotation))),
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0.99999f,
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1.00001f);
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}
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[Fact]
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public void Project_AlreadyPendingChangedPose_DoesNotResurrectShadow()
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{
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const uint cellId = 0x02020001u;
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var movement = new PlayerMovementController(new PhysicsEngine());
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movement.SeedPlacementForTest(new Vector3(12f, 8f, 3f), cellId, Vector3.Zero);
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var entity = new WorldEntity
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{
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Id = 8u,
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ServerGuid = 0x50000001u,
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SourceGfxObjOrSetupId = 0x02000001u,
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Position = Vector3.Zero,
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Rotation = Quaternion.Identity,
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MeshRefs = Array.Empty<MeshRef>(),
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};
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var order = new List<string>();
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var projection = new LocalPlayerProjectionController(new TestProjectionRuntime(
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() => entity,
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() => 2,
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() => 2,
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(_, _) => order.Add("shadow"),
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(_, _) => order.Add("rebucket"),
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_ => false,
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_ => order.Add("suspend")));
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projection.Project(
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movement,
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movement.CapturePresentationResult(),
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hidden: false);
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Assert.Equal(["rebucket", "suspend"], order);
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Assert.Equal(movement.Position, entity.Position);
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Assert.Equal(cellId, entity.ParentCellId);
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}
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[Fact]
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public void Project_PendingToLoaded_RebucketsBeforeStationaryShadowRestore()
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{
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const uint cellId = 0x02020001u;
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var movement = new PlayerMovementController(new PhysicsEngine());
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movement.SeedPlacementForTest(new Vector3(12f, 8f, 3f), cellId, Vector3.Zero);
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var entity = new WorldEntity
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{
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Id = 9u,
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ServerGuid = 0x50000001u,
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SourceGfxObjOrSetupId = 0x02000001u,
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Position = movement.Position,
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Rotation = Quaternion.Identity,
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MeshRefs = Array.Empty<MeshRef>(),
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};
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bool visible = false;
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var order = new List<string>();
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var projection = new LocalPlayerProjectionController(new TestProjectionRuntime(
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() => entity,
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() => 2,
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() => 2,
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(_, _) => order.Add("shadow"),
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(_, _) =>
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{
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order.Add("rebucket");
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visible = true;
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},
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_ => visible,
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_ => order.Add("suspend")));
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projection.Project(
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movement,
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movement.CapturePresentationResult(),
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hidden: false);
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Assert.Equal(["rebucket", "shadow"], order);
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}
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private sealed class TestProjectionRuntime(
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Func<WorldEntity?> resolveEntity,
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Func<int> liveCenterX,
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Func<int> liveCenterY,
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Action<WorldEntity, uint> syncShadow,
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Action<uint, uint> rebucket,
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Func<WorldEntity, bool> isCurrentVisibleProjection,
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Action<WorldEntity> suspendShadow) : ILocalPlayerProjectionRuntime
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{
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public WorldEntity? ResolveEntity() => resolveEntity();
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public int LiveCenterX => liveCenterX();
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public int LiveCenterY => liveCenterY();
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public void SyncShadow(WorldEntity entity, uint cellId) =>
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syncShadow(entity, cellId);
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public void Rebucket(uint serverGuid, uint landblockId) =>
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rebucket(serverGuid, landblockId);
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public bool IsCurrentVisibleProjection(WorldEntity entity) =>
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isCurrentVisibleProjection(entity);
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public void SuspendShadow(WorldEntity entity) => suspendShadow(entity);
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}
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}
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