acdream/tests/AcDream.App.Tests/Physics/LiveEntityNetworkRemoteFarSnapIntegrationTests.cs
Erik 2eb39a0250 fix(physics): route remote Positions on contact, not walkability (AP-140)
The two gates that decide whether an accepted remote Position is interpolated
or hard-snapped read `Airborne`, which is `!Body.OnWalkable` — WALKABILITY.
Retail reads CONTACT: InterpolationManager::adjust_offset @0x00555D30 gates its
entire body on `transient_state & 1` @0x00555D52, so a retail body in contact
with a non-walkable face still interpolates.

The two predicates disagree in exactly one state — in contact, not on walkable
ground — which 204d0ae0 turned from unreachable into ordinary. Before it, the
per-tick forge made every non-airborne remote walkable by construction, so the
disagreement could not occur.

Both gates now read `!Body.InContact`: ApplyRemoteContactRouting's flight
carve-out and OnPosition's player-remote arm.

`Airborne` is deliberately NOT re-derived from CONTACT. That would perturb all
five of its writers and contradict a pinned assertion in
RemoteTeleportPlacementTests.Apply_PendingGroundToSteepContact_ (InContact:
true, OnWalkable: false -> Assert.True(remote.Airborne)); a previous
implementer attempted it and correctly backed out rather than editing the
assertion. This narrower shape touches no existing test.

AP-140's register row is retired in this commit, as the row itself specified.

Honest scope: this is a faithfulness fix, not a visible one. ACE derives its
IsGrounded flag with the same floor_z test, so during a slide it almost
certainly reports not-grounded, the classifier returns NoPositionOperation, and
neither arm is taken. Expect no observable change against ACE.

Suite 11,027 passed / 4 skipped / 0 failed (baseline 11,023).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 11:53:48 +02:00

588 lines
24 KiB
C#

using System.Numerics;
using AcDream.App.Physics;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Runtime;
using AcDream.Runtime.Entities;
using AcDream.Runtime.Physics;
using AcDream.Runtime.Session;
namespace AcDream.App.Tests.Physics;
/// <summary>
/// C4 route 4b-2: behavioural acceptance for the remote far snap. Every test
/// calls the PRODUCTION routing entry point
/// (<see cref="LiveEntityNetworkUpdateController.ApplyRemoteContactRouting"/>)
/// against a REAL <see cref="RuntimeRemotePlacementDriveController"/>, a real
/// canonical <see cref="RuntimeEntityRecord"/>/<see cref="PhysicsBody"/> pair,
/// and REAL
/// <see cref="RuntimeAuthoritativePositionRouteClassifier"/> output. Nothing
/// is re-derived in a test body — that is the #292 gap route 2 left and route
/// 4a's first attempt repeated.
///
/// <para>
/// The load-bearing discriminator is the <c>worldPos</c> argument: it is
/// deliberately DIFFERENT from the accepted destination merged onto the
/// canonical snapshot. The deleted legacy far block wrote
/// <c>Body.Position = worldPos</c>; the canonical placement writes the
/// snapshot's destination resolved through Runtime's world frame. Any
/// regression back to the legacy write therefore fails
/// <see cref="FarSnap_PlacesTheBodyFromTheCanonicalDestination_NotTheCallersWirePose"/>
/// on the exact position value.
/// </para>
/// </summary>
public sealed class LiveEntityNetworkRemoteFarSnapIntegrationTests
{
private static readonly Vector3 Destination = new(12f, 14f, 7f);
/// <summary>A wire pose the caller passes but the far arm must ignore —
/// distinct from <see cref="Destination"/> in every component.</summary>
private static readonly Vector3 DecoyWirePose = new(-70f, -80f, -90f);
[Fact]
public void FarSnap_PlacesTheBodyFromTheCanonicalDestination_NotTheCallersWirePose()
{
using var fixture = new RemotePlacementDriveFixture();
fixture.PublishDestinationCollision();
fixture.AllowDestination();
(RuntimeEntityRecord record, RemoteMotion remote, PhysicsBody body) =
fixture.AddRemote(0x70004001u, Destination);
LiveEntityNetworkUpdateController.RemoteContactRouting routing =
LiveEntityNetworkUpdateController.ApplyRemoteContactRouting(
fixture.Drive,
record,
remote,
Classify(hasContact: true, playerDistance: 200f),
DecoyWirePose,
Quaternion.Identity,
willBeDrTicked: true);
Assert.Equal(
LiveEntityNetworkUpdateController.RemoteContactArm.FarSnapPlacement,
routing.Arm);
Assert.Equal(
RuntimeRemotePlacementExecutionStatus.Committed,
routing.Placement);
Assert.Equal(
Destination + RemotePlacementDriveFixture.DestinationWorldOffset,
body.Position);
Assert.NotEqual(DecoyWirePose, body.Position);
// The canonical placement — not the App — committed residency.
Assert.Equal(RemotePlacementDriveFixture.DestinationCell, record.FullCellId);
fixture.DrainPlacementFifo();
Assert.Equal(0, fixture.LiveOperationCount);
Assert.Equal(0, fixture.RemotePlacementLedger);
}
/// <summary>
/// Retail's far branch stops the interpolation queue BEFORE placing
/// (@0x005163CB precedes @0x005163D9). A stale near waypoint surviving the
/// snap would drag the freshly placed body back on the next per-tick
/// catch-up.
/// </summary>
[Fact]
public void FarSnap_ClearsTheInterpolationQueue()
{
using var fixture = new RemotePlacementDriveFixture();
fixture.PublishDestinationCollision();
fixture.AllowDestination();
(RuntimeEntityRecord record, RemoteMotion remote, PhysicsBody body) =
fixture.AddRemote(0x70004002u, Destination);
remote.Interp.Enqueue(
new Vector3(40f, 40f, 7f),
Quaternion.Identity,
isMovingTo: false,
currentBodyPosition: body.Position,
currentBodyOrientation: body.Orientation);
Assert.True(remote.Interp.IsActive);
_ = LiveEntityNetworkUpdateController.ApplyRemoteContactRouting(
fixture.Drive,
record,
remote,
Classify(hasContact: true, playerDistance: 200f),
DecoyWirePose,
Quaternion.Identity,
willBeDrTicked: true);
Assert.False(remote.Interp.IsActive);
fixture.DrainPlacementFifo();
}
/// <summary>
/// <b>The inverted test (C4 route 4b-2 review).</b> This used to assert
/// <c>Assert.Equal(before, body.Position)</c> and so PINNED the defect
/// both reviews found: a refused far snap left the body at its stale pose
/// with the interpolation queue already cleared, i.e. a frozen remote
/// that the next 5-10 Hz packet reproduces identically.
///
/// <para>
/// Retail never leaves the object behind. When
/// <c>CPhysicsObj::SetPositionInternal</c> @0x00515BD0 resolves no cell,
/// it takes @0x00515C1D and still commits the destination —
/// <c>store_position</c> @0x00515CE2 — before <c>GotoLostCell</c>
/// @0x00515CF2. So a refusal advances the body to the accepted
/// destination, resolved through Runtime's world frame (NOT the caller's
/// wire pose), while retaining no operation and committing no cell.
/// </para>
/// </summary>
[Fact]
public void FarSnap_RefusedDestination_StillAdvancesTheBodyToTheAcceptedDestination()
{
using var fixture = new RemotePlacementDriveFixture();
fixture.PublishDestinationCollision();
// Deliberately NOT AllowDestination().
(RuntimeEntityRecord record, RemoteMotion remote, PhysicsBody body) =
fixture.AddRemote(0x70004003u, Destination);
Vector3 before = body.Position;
LiveEntityNetworkUpdateController.RemoteContactRouting routing =
LiveEntityNetworkUpdateController.ApplyRemoteContactRouting(
fixture.Drive,
record,
remote,
Classify(hasContact: true, playerDistance: 200f),
DecoyWirePose,
Quaternion.Identity,
willBeDrTicked: true);
Assert.Equal(
LiveEntityNetworkUpdateController.RemoteContactArm.FarSnapPlacement,
routing.Arm);
Assert.Equal(
RuntimeRemotePlacementExecutionStatus.Refused,
routing.Placement);
// store_position: the body TRACKED, and from the canonical
// destination — not the caller's wire pose, and not its stale pose.
Assert.Equal(
Destination + RemotePlacementDriveFixture.DestinationWorldOffset,
body.Position);
Assert.NotEqual(before, body.Position);
Assert.NotEqual(DecoyWirePose, body.Position);
// …and it is a store_position, NOT a placement: no cell was
// committed, nothing was retained.
Assert.Equal(RemotePlacementDriveFixture.SourceCell, record.FullCellId);
Assert.True(body.InWorld);
Assert.True(record.ObjectClock.IsActive);
Assert.Equal(0, fixture.LiveOperationCount);
Assert.Equal(0, fixture.RemotePlacementLedger);
}
/// <summary>
/// The same refusal repeated: a remote genuinely beyond the host's
/// service window keeps TRACKING every packet rather than freezing until
/// the window opens. This is the reachable production shape the review
/// named — a remote that is rendered but still streaming, refused while
/// genuinely beyond 96 m — and it is why the fallback cannot be a
/// one-shot.
/// </summary>
[Fact]
public void FarSnap_RepeatedRefusals_KeepTrackingEveryPacket()
{
using var fixture = new RemotePlacementDriveFixture();
fixture.PublishDestinationCollision();
(RuntimeEntityRecord record, RemoteMotion remote, PhysicsBody body) =
fixture.AddRemote(0x7000400Cu, Destination);
foreach (Vector3 step in new[]
{
new Vector3(20f, 14f, 7f),
new Vector3(28f, 14f, 7f),
new Vector3(36f, 14f, 7f),
})
{
record.Snapshot = record.Snapshot with
{
Position = new CreateObject.ServerPosition(
RemotePlacementDriveFixture.DestinationCell,
step.X,
step.Y,
step.Z,
1f,
0f,
0f,
0f),
};
LiveEntityNetworkUpdateController.RemoteContactRouting routing =
LiveEntityNetworkUpdateController.ApplyRemoteContactRouting(
fixture.Drive,
record,
remote,
Classify(hasContact: true, playerDistance: 200f),
DecoyWirePose,
Quaternion.Identity,
willBeDrTicked: true);
Assert.Equal(
RuntimeRemotePlacementExecutionStatus.Refused,
routing.Placement);
Assert.Equal(
step + RemotePlacementDriveFixture.DestinationWorldOffset,
body.Position);
}
Assert.Equal(0, fixture.LiveOperationCount);
Assert.Equal(0, fixture.RemotePlacementLedger);
}
// ── The null / Rejected* / cell-less policy ────────────────────────────
/// <summary>
/// The login-window trap. <c>ClassifyRemoteAcceptedPosition</c> returns
/// null for EVERY remote packet until the local movement controller
/// exists, because there is no <c>player_distance</c> to derive. Deleting
/// the legacy block without a replacement would freeze every remote for
/// that whole window. The stated policy routes it through AP-87's
/// catch-up, whose 4 m guard PLACES a body that has drifted.
/// </summary>
[Fact]
public void NoClassificationAtAll_StillTracksTheServer()
{
using var fixture = new RemotePlacementDriveFixture();
(RuntimeEntityRecord record, RemoteMotion remote, PhysicsBody body) =
fixture.AddRemote(0x70004004u, Destination);
var target = new Vector3(60f, 10f, 7f); // 50 m from the body.
LiveEntityNetworkUpdateController.RemoteContactRouting routing =
LiveEntityNetworkUpdateController.ApplyRemoteContactRouting(
fixture.Drive,
record,
remote,
route: null,
target,
Quaternion.Identity,
willBeDrTicked: true);
Assert.Equal(
LiveEntityNetworkUpdateController.RemoteContactArm.UnroutedCatchUp,
routing.Arm);
Assert.Equal(target, body.Position);
// No canonical placement was attempted for an unclassified packet.
Assert.Equal(0, fixture.LiveOperationCount);
}
/// <summary>
/// …and the same policy ENQUEUES when the body is already tracking, which
/// is what proves it is AP-87's catch-up rather than an unconditional
/// snap bolted on to make the previous test pass.
///
/// <para>
/// R7 review fix: the earlier version asserted only that the body did not
/// move, which "snap when <c>bodyToTarget &gt; 4 m</c>, else do nothing"
/// satisfies just as well as an enqueue — it and its sibling both passed
/// against that regression. The queue assertion below is what actually
/// distinguishes "enqueued" from "did nothing".
/// </para>
/// </summary>
[Fact]
public void NoClassificationAtAll_NearAndTicked_EnqueuesInsteadOfSnapping()
{
using var fixture = new RemotePlacementDriveFixture();
(RuntimeEntityRecord record, RemoteMotion remote, PhysicsBody body) =
fixture.AddRemote(0x70004005u, Destination);
Vector3 before = body.Position;
var target = before + new Vector3(0.5f, 0f, 0f);
LiveEntityNetworkUpdateController.RemoteContactRouting routing =
LiveEntityNetworkUpdateController.ApplyRemoteContactRouting(
fixture.Drive,
record,
remote,
route: null,
target,
Quaternion.Identity,
willBeDrTicked: true);
Assert.Equal(
LiveEntityNetworkUpdateController.RemoteContactArm.UnroutedCatchUp,
routing.Arm);
Assert.Equal(before, body.Position);
Assert.True(remote.Interp.IsActive);
}
[Fact]
public void RejectedData_TakesTheUnroutedCatchUp_NotTheFarSnap()
{
using var fixture = new RemotePlacementDriveFixture();
fixture.PublishDestinationCollision();
fixture.AllowDestination();
(RuntimeEntityRecord record, RemoteMotion remote, PhysicsBody body) =
fixture.AddRemote(0x70004006u, Destination);
var target = new Vector3(60f, 10f, 7f);
RuntimeAuthoritativePositionRoute rejected =
Classify(hasContact: true, playerDistance: float.NaN);
Assert.Equal(
RuntimeAuthoritativePositionDisposition.RejectedData,
rejected.Disposition);
LiveEntityNetworkUpdateController.RemoteContactRouting routing =
LiveEntityNetworkUpdateController.ApplyRemoteContactRouting(
fixture.Drive,
record,
remote,
rejected,
target,
Quaternion.Identity,
willBeDrTicked: true);
Assert.Equal(
LiveEntityNetworkUpdateController.RemoteContactArm.UnroutedCatchUp,
routing.Arm);
Assert.Equal(target, body.Position);
Assert.Equal(0, fixture.LiveOperationCount);
}
/// <summary>
/// Retail's cell-less body takes <c>this_1-&gt;cell == 0</c> @0x00516386
/// (<c>SetPosition</c>), never the far branch — and route 4b-3, not this
/// slice, owns it. Claiming it here would be exactly route 4a's
/// "'not Interpolate' is not 'far'" finding one level up.
/// </summary>
[Fact]
public void CellLessRemote_TakesTheUnroutedCatchUp_AndNeverThePlacementOwner()
{
using var fixture = new RemotePlacementDriveFixture();
fixture.PublishDestinationCollision();
fixture.AllowDestination();
(RuntimeEntityRecord record, RemoteMotion remote, PhysicsBody body) =
fixture.AddRemote(0x70004007u, Destination);
var target = new Vector3(60f, 10f, 7f);
RuntimeAuthoritativePositionRoute cellLess = Classify(
hasContact: true,
playerDistance: 200f,
committedCellId: 0u);
Assert.Equal(
RuntimeAuthoritativePositionDisposition.SetPosition,
cellLess.Disposition);
LiveEntityNetworkUpdateController.RemoteContactRouting routing =
LiveEntityNetworkUpdateController.ApplyRemoteContactRouting(
fixture.Drive,
record,
remote,
cellLess,
target,
Quaternion.Identity,
willBeDrTicked: true);
Assert.Equal(
LiveEntityNetworkUpdateController.RemoteContactArm.UnroutedCatchUp,
routing.Arm);
Assert.Equal(target, body.Position);
Assert.Equal(0, fixture.LiveOperationCount);
Assert.Equal(0, fixture.RemotePlacementLedger);
}
/// <summary>
/// The airborne precedence carve-out still outranks the far snap, not
/// only the near branch: a remote mid-arc whose packet happens to
/// classify far must keep the pre-existing authoritative hard-snap rather
/// than open a canonical placement.
/// </summary>
[Fact]
public void AirborneBody_OutranksTheFarSnap()
{
using var fixture = new RemotePlacementDriveFixture();
fixture.PublishDestinationCollision();
fixture.AllowDestination();
(RuntimeEntityRecord record, RemoteMotion remote, PhysicsBody body) =
fixture.AddRemote(0x70004008u, Destination);
// AP-140 (retired 2026-08-04): "mid-arc" is retail's CONTACT_TS-clear
// (`InterpolationManager::adjust_offset` gates on `transient_state & 1`
// @0x00555D52), not the client `Airborne` walkability flag. Both are
// set here so the test states free flight in the terms the gate now
// reads AND the terms it used to.
remote.Airborne = true;
remote.Body.TransientState = TransientStateFlags.Active;
var target = new Vector3(60f, 10f, 7f);
LiveEntityNetworkUpdateController.RemoteContactRouting routing =
LiveEntityNetworkUpdateController.ApplyRemoteContactRouting(
fixture.Drive,
record,
remote,
Classify(hasContact: true, playerDistance: 200f),
target,
Quaternion.Identity,
willBeDrTicked: true);
Assert.Equal(
LiveEntityNetworkUpdateController.RemoteContactArm.AirborneSnap,
routing.Arm);
Assert.Equal(target, body.Position);
Assert.Equal(0, fixture.LiveOperationCount);
}
/// <summary>
/// Per-entity independence across the two arms in the same tick: one
/// remote's committed placement must not touch another's body or leak
/// into its ledger.
/// </summary>
[Fact]
public void TwoRemotesInTheSameTick_FarAndNear_DoNotContaminateEachOther()
{
using var fixture = new RemotePlacementDriveFixture();
fixture.PublishDestinationCollision();
fixture.AllowDestination();
(RuntimeEntityRecord farRecord, RemoteMotion farRemote,
PhysicsBody farBody) = fixture.AddRemote(0x70004009u, Destination);
(RuntimeEntityRecord nearRecord, RemoteMotion nearRemote,
PhysicsBody nearBody) = fixture.AddRemote(0x7000400Au, Destination);
Vector3 nearBefore = nearBody.Position;
Assert.Equal(
LiveEntityNetworkUpdateController.RemoteContactArm.FarSnapPlacement,
LiveEntityNetworkUpdateController.ApplyRemoteContactRouting(
fixture.Drive,
farRecord,
farRemote,
Classify(hasContact: true, playerDistance: 200f),
DecoyWirePose,
Quaternion.Identity,
willBeDrTicked: true).Arm);
Assert.Equal(
LiveEntityNetworkUpdateController.RemoteContactArm
.SteadyStateInterpolate,
LiveEntityNetworkUpdateController.ApplyRemoteContactRouting(
fixture.Drive,
nearRecord,
nearRemote,
Classify(hasContact: true, playerDistance: 10f),
nearBefore + new Vector3(0.5f, 0f, 0f),
Quaternion.Identity,
willBeDrTicked: true).Arm);
Assert.Equal(
Destination + RemotePlacementDriveFixture.DestinationWorldOffset,
farBody.Position);
Assert.Equal(nearBefore, nearBody.Position);
fixture.DrainPlacementFifo();
Assert.Equal(0, fixture.LiveOperationCount);
Assert.Equal(0, fixture.RemotePlacementLedger);
}
/// <summary>
/// R10 review fix: <c>AirborneNoOperation</c> used to fall into
/// <c>default:</c>, whose comment ASSERTED unreachability that nothing
/// enforced — so a caller that skipped its own airborne-no-op early
/// return would have silently enqueued a waypoint on a branch where
/// retail writes nothing at all (@0x0051636D). The explicit case is what
/// makes the assertion true.
/// </summary>
[Fact]
public void AirborneNoOperationClassification_IsRejectedByTheRoutingSeam()
{
using var fixture = new RemotePlacementDriveFixture();
(RuntimeEntityRecord record, RemoteMotion remote, PhysicsBody body) =
fixture.AddRemote(0x7000400Du, Destination);
Vector3 before = body.Position;
RuntimeAuthoritativePositionRoute airborne =
Classify(hasContact: false, playerDistance: 200f);
Assert.Equal(
RuntimeAuthoritativePositionDisposition.NoPositionOperation,
airborne.Disposition);
Assert.Throws<InvalidOperationException>(() =>
LiveEntityNetworkUpdateController.ApplyRemoteContactRouting(
fixture.Drive,
record,
remote,
airborne,
new Vector3(60f, 10f, 7f),
Quaternion.Identity,
willBeDrTicked: true));
Assert.Equal(before, body.Position);
Assert.False(remote.Interp.IsActive);
Assert.Equal(0, fixture.LiveOperationCount);
}
// ── The NPC arm's post-routing wire-cell adoption ──────────────────────
/// <summary>
/// After a far snap the canonical placement owns the cell. The NPC arm's
/// wire-cell write sits AFTER its routing (the player arm's sits before),
/// and <c>RemoteMotion.CellId</c> writes through to the canonical
/// <c>FullCellId</c> — so an unguarded write would discard the resolved
/// cell the placement just committed.
/// </summary>
[Fact]
public void WireCellAdoption_IsSuppressedAfterAFarSnapAndRunsForEveryOtherArm()
{
using var fixture = new RemotePlacementDriveFixture();
(RuntimeEntityRecord record, RemoteMotion remote, _) =
fixture.AddRemote(0x7000400Bu, Destination);
uint resolved = remote.CellId;
Assert.Equal(RemotePlacementDriveFixture.SourceCell, resolved);
Assert.False(
LiveEntityNetworkUpdateController.TryAdoptWireCellAfterRouting(
remote,
LiveEntityNetworkUpdateController.RemoteContactArm
.FarSnapPlacement,
RemotePlacementDriveFixture.DestinationCell));
Assert.Equal(resolved, remote.CellId);
Assert.Equal(resolved, record.FullCellId);
foreach (LiveEntityNetworkUpdateController.RemoteContactArm arm in
new[]
{
LiveEntityNetworkUpdateController.RemoteContactArm.AirborneSnap,
LiveEntityNetworkUpdateController.RemoteContactArm
.SteadyStateInterpolate,
LiveEntityNetworkUpdateController.RemoteContactArm
.UnroutedCatchUp,
})
{
remote.CellId = RemotePlacementDriveFixture.SourceCell;
Assert.True(
LiveEntityNetworkUpdateController.TryAdoptWireCellAfterRouting(
remote,
arm,
RemotePlacementDriveFixture.DestinationCell));
Assert.Equal(
RemotePlacementDriveFixture.DestinationCell, remote.CellId);
}
}
private static RuntimeAuthoritativePositionRoute Classify(
bool hasContact,
float playerDistance,
uint committedCellId = RemotePlacementDriveFixture.SourceCell) =>
RuntimeAuthoritativePositionRouteClassifier.ClassifyAcceptedPosition(
new RuntimeAcceptedPositionRouteRequest(
new RuntimeAuthoritativePositionAuthority(
new RuntimeGenerationToken(7),
new RuntimeEntityKey(0x70000001u, 3),
PositionAuthorityVersion: 11UL,
AcceptedPositionSequence: 20,
PreviousTeleportSequence: 10,
AcceptedTeleportSequence: 10,
PositionTimestampDisposition.Apply),
RuntimePositionEntityKind.Remote,
RuntimeAcceptedPositionSource.PositionEvent,
new CreateObject.ServerPosition(
RemotePlacementDriveFixture.DestinationCell,
Destination.X,
Destination.Y,
Destination.Z,
1f,
0f,
0f,
0f),
PlacementFrame: 0u,
PositionPackVelocity: Vector3.Zero,
committedCellId,
hasContact,
playerDistance,
UsePositionFromServer: false,
HasAnimations: false,
default));
}