acdream/tests/AcDream.App.Tests/Physics/LiveEntityNetworkRemoteSteadyStateIntegrationTests.cs
Erik 44830a0eb3 feat(physics): C4 route 4a — remote steady-state Position through the seam
Routes the classifier's two NO-PLACEMENT remote branches — Interpolate
(contact, PlayerDistance < 96 m) and NoPositionOperation (no contact) — through
a Runtime-owned seam, and fixes the two divergences they carried. Teleport,
far-snap and cell-less stay on the legacy App path; 4b owns them.

Route 4 was split into 4a/4b after scoping put the whole route at 1,500-2,500
lines against a ~400 budget. 4a's branches perform no SetPosition, so this slice
carries no deferred-cell park, no service-window guard and no allocation
exposure — which is what made the split worth doing.

Divergences fixed, both previously unfiled:

* D1 — the NPC airborne branch hard-snapped Body.Position/Orientation and
  branched on the client-tracked rmState.Airborne, never consulting the wire
  IsGrounded bit. Retail's MoveOrTeleport @0x00516330 returns 0 at 0x0051636D
  and writes nothing. Player remotes were already correct; NPCs were not.
* D2 — ConstrainTo was armed before the operation, unconditionally, so it fired
  on the airborne no-op retail skips and anchored to the PRE-move position.
  Retail arms it at 0x00454272, only when MoveOrTeleport returns nonzero,
  anchored to &arg2->m_position read live, i.e. post-move.

AP-87 and TS-44 were carried deliberately, not delegated away. AP-87's three
conditions — including firstUp, which one round silently dropped — are preserved
as an explicit acdream policy layer applied AFTER the classifier commits to
Interpolate; the two previously separate player/NPC copies are now one. TS-44
stays an NPC-only caller gate; extending sticky suppression to player remotes has
no retail basis and no live evidence, so it was declined rather than absorbed.

Landing is explicitly carved out of 4a's ownership on both arms. A landing packet
classifies Interpolate, so an ordering slip would ENQUEUE a body that must PLANT
and a creature knocked off a ledge would glide down over a packet interval. The
carve-out is a named entry point returning AirborneSnap/SteadyStateInterpolate/
Legacy precisely so the PRECEDENCE is observable and testable rather than implied
by statement order — that is how the slip happened once and was caught.

The player/NPC asymmetry on landing is real and NOT resolved here: retail draws
no such distinction, but converging them is a behaviour decision needing its own
evidence. Filed into the 4b plan.

Register: AP-135 filed for the two bookkeeping writes the airborne branch
deliberately retains (rmState.CellId, LastServerPos/Time) — not retail's model,
but load-bearing for our catch-up sweep and staleness timer, and verified not to
be a canonical cell commit for ordinary remotes. AP-87 and TS-44 rewritten to
describe the code.

Honest remainder: App still owns branch selection, the airborne return, the cell
write, the entity write and the shadow publish, and headless satisfies "both
hosts drive the identical entry point" only vacuously since it returns early for
remotes. That is written into the 4b bullet rather than left implicit.

Cost: 364 non-comment production lines, 91% of the ~400 budget — the split did
isolate the cheap half, but not by much. Do not carry "well under" into 4b's
scoping.

Gates: complete Release solution 10,938 passed / 4 skipped / 0 failed (pre-4a
baseline 10,909). Four review rounds; the first three each introduced a new
behavioural defect while fixing another, and each left a comment asserting
behaviour that no longer matched — the final round's precedence matrix was
traced cell-by-cell against HEAD with only the D1-intended difference. App tests
call production entry points against a real WorldEntity and real classifier
output, closing route 2's #292 gap rather than repeating it.

Connected acceptance NOT run — needs a live second character.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 00:19:05 +02:00

316 lines
12 KiB
C#

using System.Numerics;
using AcDream.App.Physics;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using AcDream.Core.World;
using AcDream.Runtime;
using AcDream.Runtime.Entities;
using AcDream.Runtime.Physics;
namespace AcDream.App.Tests.Physics;
/// <summary>
/// C4 route 4a: behavioural proof that the generic top-of-<c>OnPosition</c>
/// render-pose write no longer double-writes a remote whose accepted Position
/// classifies to
/// <see cref="RuntimeAuthoritativePositionDisposition.NoPositionOperation"/> or
/// <see cref="RuntimeAuthoritativePositionDisposition.Interpolate"/>, and
/// still writes it for every classification route 4a does not own.
///
/// <para>
/// These tests call the PRODUCTION decision-and-mutation entry point
/// (<see cref="LiveEntityNetworkUpdateController.TryApplyGenericRemoteRenderPose"/>)
/// against a real <see cref="WorldEntity"/> and real
/// <see cref="RuntimeAuthoritativePositionRouteClassifier"/> output. Nothing
/// is re-derived in the test body: revert the suppression inside that method
/// and the two suppression tests fail; widen it to <c>route is not null</c>
/// and four of the five legacy-write tests fail (the fifth,
/// <see cref="NoClassificationAtAll_StillTakesTheLegacyRenderPoseWrite"/>,
/// passes a null route and so survives that particular widening — it
/// discriminates the OTHER direction, an over-narrow guard). That is the gap
/// #292 recorded for route 2's source-text pin.
/// </para>
///
/// <para>
/// The suite also pins the ORDERING carve-out
/// (<see cref="LiveEntityNetworkUpdateController.ApplyRemoteContactRouting"/>):
/// an airborne body's contact packet classifies <c>Interpolate</c>, so
/// precedence — not classification — is the only thing keeping a landing
/// creature planting instead of gliding.
/// </para>
/// </summary>
public sealed class LiveEntityNetworkRemoteSteadyStateIntegrationTests
{
private const uint OldCell = 0x01010001u;
private const uint WireCell = 0x01010002u;
private static readonly Vector3 OldPosition = new(5f, 5f, 5f);
private static readonly Vector3 WirePosition = new(6f, 7f, 8f);
[Fact]
public void NoPositionOperation_LeavesTheRenderEntityPoseAndCellUntouched()
{
// Retail's airborne no-op (D1): MoveOrTeleport @0x00516330 returns 0
// for arg4 == 0 and writes nothing. CommittedCellId is nonzero so the
// cell-less SetPosition branch cannot be what is selected here.
RuntimeAuthoritativePositionRoute route =
Classify(hasContact: false, playerDistance: 1f);
Assert.Equal(
RuntimeAuthoritativePositionDisposition.NoPositionOperation,
route.Disposition);
AssertRenderPoseSuppressed(route);
}
[Fact]
public void Interpolate_LeavesTheRenderEntityPoseAndCellUntouched()
{
// Retail's near InterpolateTo queue @0x005163AF. The resolved body,
// not the raw wire packet, is the branch tail's only writer of the
// render entity — writing the wire pose here first would be the
// second writer route 2's original defect consisted of.
RuntimeAuthoritativePositionRoute route =
Classify(hasContact: true, playerDistance: 10f);
Assert.Equal(
RuntimeAuthoritativePositionDisposition.Interpolate,
route.Disposition);
AssertRenderPoseSuppressed(route);
}
[Fact]
public void FarSetPositionSimple_StillTakesTheLegacyRenderPoseWrite()
{
RuntimeAuthoritativePositionRoute route =
Classify(hasContact: true, playerDistance: 200f);
Assert.Equal(
RuntimeAuthoritativePositionDisposition.SetPositionSimple,
route.Disposition);
AssertRenderPoseWritten(route);
}
[Fact]
public void CellLessRemote_StillTakesTheLegacyRenderPoseWrite()
{
RuntimeAuthoritativePositionRoute route = Classify(
hasContact: false,
playerDistance: 1f,
committedCellId: 0u);
Assert.Equal(
RuntimeAuthoritativePositionDisposition.SetPosition,
route.Disposition);
AssertRenderPoseWritten(route);
}
[Fact]
public void RejectedAuthority_StillTakesTheLegacyRenderPoseWrite()
{
RuntimeAuthoritativePositionRoute route = Classify(
hasContact: true,
playerDistance: 10f,
disposition: PositionTimestampDisposition.Rejected);
Assert.Equal(
RuntimeAuthoritativePositionDisposition.RejectedAuthority,
route.Disposition);
AssertRenderPoseWritten(route);
}
[Fact]
public void RejectedData_StillTakesTheLegacyRenderPoseWrite()
{
RuntimeAuthoritativePositionRoute route =
Classify(hasContact: true, playerDistance: float.NaN);
Assert.Equal(
RuntimeAuthoritativePositionDisposition.RejectedData,
route.Disposition);
AssertRenderPoseWritten(route);
}
[Fact]
public void NoClassificationAtAll_StillTakesTheLegacyRenderPoseWrite()
{
// The login window (no local-player controller yet) and a canonical
// record that has not claimed a local id both produce a null route.
// Its doc comment promises the legacy path runs unchanged — so the
// write must still happen.
AssertRenderPoseWritten(null);
}
// ── Ordering: the airborne snap outranks route 4a's near branch ─────────
[Fact]
public void AirborneBodyWithAContactPacket_SnapsInsteadOfEnqueuing()
{
// The NPC LANDING packet: the client still believes the body airborne
// and ACE reports it in contact, close by. That classifies
// Interpolate — and AP-87's conditions are all benign (0.5 m, sampled,
// DR-ticked) — so route 4a's branch would ENQUEUE it. It must SNAP:
// a drudge knocked off a ledge plants, it does not glide to the
// ground over a packet interval.
RuntimeAuthoritativePositionRoute route =
Classify(hasContact: true, playerDistance: 10f);
Assert.Equal(
RuntimeAuthoritativePositionDisposition.Interpolate,
route.Disposition);
RemoteMotion remote = MakeLandingRemote();
var landing = new Vector3(10.5f, 10f, 5f); // 0.5 m — well within 4 m.
LiveEntityNetworkUpdateController.RemoteContactArm arm =
LiveEntityNetworkUpdateController.ApplyRemoteContactRouting(
remote,
route,
landing,
Quaternion.Identity,
willBeDrTicked: true);
Assert.Equal(
LiveEntityNetworkUpdateController.RemoteContactArm.AirborneSnap,
arm);
Assert.Equal(landing, remote.Body.Position);
}
[Fact]
public void GroundedBodyWithANearContactPacket_TakesRoute4asInterpolateBranch()
{
// The same packet on a body the client already considers grounded is
// route 4a's own branch: queued for the per-tick catch-up, body
// untouched. This is what proves the airborne test above is a
// PRECEDENCE carve-out and not a blanket disable of route 4a.
RemoteMotion remote = MakeLandingRemote();
remote.Airborne = false;
var target = new Vector3(10.5f, 10f, 5f);
LiveEntityNetworkUpdateController.RemoteContactArm arm =
LiveEntityNetworkUpdateController.ApplyRemoteContactRouting(
remote,
Classify(hasContact: true, playerDistance: 10f),
target,
Quaternion.Identity,
willBeDrTicked: true);
Assert.Equal(
LiveEntityNetworkUpdateController.RemoteContactArm
.SteadyStateInterpolate,
arm);
Assert.Equal(new Vector3(10f, 10f, 5f), remote.Body.Position);
}
[Fact]
public void GroundedBodyOnAClassificationRoute4aDoesNotOwn_FallsThroughToLegacy()
{
RemoteMotion remote = MakeLandingRemote();
remote.Airborne = false;
Vector3 before = remote.Body.Position;
LiveEntityNetworkUpdateController.RemoteContactArm arm =
LiveEntityNetworkUpdateController.ApplyRemoteContactRouting(
remote,
Classify(hasContact: true, playerDistance: 200f),
new Vector3(10.5f, 10f, 5f),
Quaternion.Identity,
willBeDrTicked: true);
Assert.Equal(
LiveEntityNetworkUpdateController.RemoteContactArm.Legacy,
arm);
// Nothing was written — the caller's own legacy routing owns it.
Assert.Equal(before, remote.Body.Position);
}
private static RemoteMotion MakeLandingRemote()
{
var remote = new RemoteMotion();
remote.Body.Position = new Vector3(10f, 10f, 5f);
remote.Body.Orientation = Quaternion.Identity;
// Past the AP-87 firstUp hint, so the near case really is near.
remote.LastServerPosTime = 1_700_000_000d;
remote.Airborne = true;
return remote;
}
private static void AssertRenderPoseSuppressed(
RuntimeAuthoritativePositionRoute? route)
{
WorldEntity entity = MakeEntity();
var beforeRotation = entity.Rotation;
bool written = LiveEntityNetworkUpdateController
.TryApplyGenericRemoteRenderPose(
entity,
route,
WirePosition,
WireCell,
Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 1.1f));
Assert.False(written);
Assert.Equal(OldPosition, entity.Position);
Assert.Equal(OldCell, entity.ParentCellId);
Assert.Equal(beforeRotation, entity.Rotation);
}
private static void AssertRenderPoseWritten(
RuntimeAuthoritativePositionRoute? route)
{
WorldEntity entity = MakeEntity();
var wireRotation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 1.1f);
bool written = LiveEntityNetworkUpdateController
.TryApplyGenericRemoteRenderPose(
entity,
route,
WirePosition,
WireCell,
wireRotation);
Assert.True(written);
Assert.Equal(WirePosition, entity.Position);
Assert.Equal(WireCell, entity.ParentCellId);
Assert.Equal(wireRotation, entity.Rotation);
}
private static WorldEntity MakeEntity() => new()
{
Id = 1u,
SourceGfxObjOrSetupId = 1u,
Position = OldPosition,
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
ParentCellId = OldCell,
};
private const uint Cell = 0x0101FFFFu;
private static RuntimeAuthoritativePositionRoute Classify(
bool hasContact,
float playerDistance,
uint committedCellId = OldCell,
PositionTimestampDisposition disposition =
PositionTimestampDisposition.Apply) =>
RuntimeAuthoritativePositionRouteClassifier.ClassifyAcceptedPosition(
new RuntimeAcceptedPositionRouteRequest(
new RuntimeAuthoritativePositionAuthority(
new RuntimeGenerationToken(7),
new RuntimeEntityKey(0x70000001u, 3),
PositionAuthorityVersion: 11UL,
AcceptedPositionSequence: 20,
PreviousTeleportSequence: 10,
AcceptedTeleportSequence: 10,
disposition),
RuntimePositionEntityKind.Remote,
RuntimeAcceptedPositionSource.PositionEvent,
new CreateObject.ServerPosition(
Cell, 10f, 20f, 30f, 1f, 0f, 0f, 0f),
PlacementFrame: 0u,
PositionPackVelocity: Vector3.Zero,
committedCellId,
hasContact,
playerDistance,
UsePositionFromServer: false,
HasAnimations: false,
default));
}