acdream/tests/AcDream.App.Tests/Physics/PlayerMovementHiddenTests.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

83 lines
2.8 KiB
C#

using System.Numerics;
using AcDream.App.Input;
using AcDream.App.Physics;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Vfx;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using AcDream.Core.World;
namespace AcDream.App.Tests.Physics;
public sealed class PlayerMovementHiddenTests
{
[Fact]
public void TickHidden_PositionManagerMovesRootAndEffectPoseWithoutPhysicsInput()
{
const uint playerGuid = 0x50000001u;
const uint targetGuid = 0x50000002u;
const uint cellId = 0x01010001u;
var controller = new PlayerMovementController(new PhysicsEngine());
controller.SeedPlacementForTest(Vector3.Zero, cellId, Vector3.Zero);
var hosts = new Dictionary<uint, IPhysicsObjHost>();
EntityPhysicsHost? playerHost = null;
playerHost = new EntityPhysicsHost(
playerGuid,
() => controller.CellPosition,
() => controller.BodyVelocity,
() => 0.48f,
() => controller.BodyInContact,
() => 3f,
() => 0.1,
() => 0.1,
id => hosts.GetValueOrDefault(id),
info => playerHost!.PositionManager.HandleUpdateTarget(info),
() => { });
var targetPosition = new Position(
cellId,
new Vector3(5f, 0f, 0f),
Quaternion.Identity);
var targetHost = new EntityPhysicsHost(
targetGuid,
() => targetPosition,
() => Vector3.Zero,
() => 0.48f,
() => true,
() => null,
() => 0.1,
() => 0.1,
id => hosts.GetValueOrDefault(id),
_ => { },
() => { });
hosts.Add(playerGuid, playerHost);
hosts.Add(targetGuid, targetHost);
controller.PositionManager = playerHost.PositionManager;
playerHost.PositionManager.StickTo(targetGuid, radius: 0.48f, height: 1.835f);
var entity = new WorldEntity
{
Id = 7u,
ServerGuid = playerGuid,
SourceGfxObjOrSetupId = 0x02000001u,
Position = Vector3.Zero,
Rotation = Quaternion.Identity,
ParentCellId = cellId,
MeshRefs = Array.Empty<MeshRef>(),
};
var poses = new EntityEffectPoseRegistry();
poses.Publish(entity, Array.Empty<Matrix4x4>());
MovementResult result = controller.TickHidden(0.1f);
entity.SetPosition(result.Position);
entity.ParentCellId = result.CellId;
Assert.True(poses.UpdateRoot(entity));
Assert.InRange(result.Position.X, 0.01f, 1.5f);
Assert.Equal(0f, result.Position.Z);
Assert.Equal(Vector3.Zero, controller.BodyVelocity);
Assert.True(poses.TryGetRootPose(entity.Id, out Matrix4x4 root));
Assert.Equal(result.Position, root.Translation);
}
}