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