acdream/tests/AcDream.Headless.Tests/HeadlessCollisionNeighborhoodServiceWindowTests.cs
Erik 2e8e09acd0 feat(physics): C4 route 4b-1 — remote placement infrastructure (dormant)
Builds the machinery route 4b-2 and 4b-3 will flip on, and changes no remote
behaviour: it has no production caller, so RemotePlacementDrivePendingCount is
provably 0 and IsConverged is unchanged.

Five pieces: a per-entity remote placement owner (RuntimeRemotePlacementDriveController),
a Position-time service-window guard with a Runtime interface plus BOTH host
implementations, N3's headless RetryPending pump, parked-count observability in
the ownership ledger, and the service-window optimisation that avoids parks we
can cheaply predict.

Landed alone because it is where the park-withdraws-the-entity failure was
decided; that decision is fixed at the source in the preceding commit and must
not share a review signal with a behaviour flip.

Two parts of route 2's controller are deliberately NOT ported, both verified
against retail rather than assumed. There is no ack: SendPositionEvent is called
only inside HandleReceivedPosition's local-player FORCE_POSITION gate
@0x0045400C-@0x00454091, and the remote arm @0x0045414D has no equivalent. There
is no re-issue funnel: retail never re-attempts a position it could not apply —
stale timestamps merely bump error_count @0x004542AC — and re-issuing packet N
after N+1 has merged would apply a pose the newer packet already superseded,
which is correct for a one-shot ForcePosition and wrong for a 5-10 Hz stream.

The service-window guard is an OPTIMISATION, not the correctness mechanism. The
original contract had it the other way round, justified by a claim that retail
cannot represent "arrived but not placeable" — false, and corrected in the
review findings: retail's GotoLostCell/reenter_visibility path represents it
exactly. A pre-flight guard also cannot be complete, because Core defers on the
entity's CURRENT cell, on the swept QueriedCellIds footprint spanning
neighbouring landblocks, and on residency evaluated after AdjustToOutside —
conditions only Core can see.

Review found and this commit fixes: DetachRoute cleared two maps of LIVE Core
operations without cancelling them (route 2's AbandonPending is the correct
mirror, not the first-entry controller) and its test asserted that blindness as
convergence; the headless predicate answered "can ever publish" rather than "is
published", and after the first fix still matched only 1 of the 9 landblocks
this host publishes; OwnsPlacement admitted remote top-level Creates until
gated on the Teleport flag as well as the disposition; Advance re-submitted
without re-checking the window; and four comments cited a report that did not
exist.

Contract item 6 is met by the structural proof, not the earlier test:
HasOldPrefixPlacementDebt refuses collision-prefix mutation permission before
ParkCollisionResidents is ever entered, so its overlap throw is unreachable.
That same mechanism is the unbounded stall filed as #310, which 4b-1 does not
bound — it only avoids widening it.

#311 files the remaining per-tick allocation in RetryPendingProjections; the
early-out for the empty-FIFO case landed via a new HasPendingReceipts accessor
so hosts still never touch .Placements. directly.

Gates: complete Release solution 10,973 passed / 4 skipped / 0 failed (baseline
10,938). Four review rounds; every fix discrimination-verified by revert.

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

215 lines
8.2 KiB
C#

using System.Collections.Immutable;
using System.Reflection;
using AcDream.Content;
using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Core.Physics;
using AcDream.Core.Spells;
using AcDream.Headless.Configuration;
using AcDream.Headless.Hosting;
using AcDream.Runtime;
using AcDream.Runtime.Gameplay;
using AcDream.Runtime.Session;
namespace AcDream.Headless.Tests;
/// <summary>
/// B1 review fix: <see cref="HeadlessCollisionNeighborhood"/> implements TWO
/// interfaces that share the identical <c>bool IsWithinServiceWindow(uint)</c>
/// signature but ask different questions —
/// <see cref="IHeadlessCollisionNeighborhood.IsWithinServiceWindow"/> is a
/// pure geometry test ("can this landblock EVER collision-publish", true
/// outright with no center requested), while
/// <see cref="IRuntimeRemotePlacementServiceWindow.IsWithinServiceWindow"/>
/// must answer "is it collision-published RIGHT NOW". This is the focused
/// proof that the two answers genuinely diverge — before this fix a single
/// method satisfied both interfaces, so both answers were identical (and
/// wrong for the new interface's contract).
/// </summary>
public sealed class HeadlessCollisionNeighborhoodServiceWindowTests
{
[Fact]
public void ServiceWindowIsResidencyNotGeometry_UnpublishedLandblockIsRefusedDespiteGeometricMembership()
{
var factory = new FixtureContentFactory();
using var owner = new HeadlessProcessContentOwner(
ContentDescriptor(),
_ => { },
factory);
using HeadlessProcessContentOwner.HeadlessProcessContentLease lease =
owner.AcquireLease("fixture");
var operations = new FixtureGameplayOperations();
using var runtime = new GameRuntime(new GameRuntimeDependencies(
operations, operations, operations, operations));
var neighborhood = new HeadlessCollisionNeighborhood(runtime, lease);
// CenterOn was never called, so the geometry interface's own
// documented contract applies: "no center requested yet" => true
// (this landblock could theoretically EVER be served). Nothing has
// published ANY collision for it, though — the residency-based
// interface must say false.
const uint cell = 0xA9B40001u;
Assert.True(
((IHeadlessCollisionNeighborhood)neighborhood)
.IsWithinServiceWindow(cell));
Assert.False(
((IRuntimeRemotePlacementServiceWindow)neighborhood)
.IsWithinServiceWindow(cell));
}
/// <summary>
/// C2-3 review fix (delta round): <c>BuildPublicationPlan</c> publishes
/// the requested center's FULL 3x3 window, not just the exact center —
/// so a landblock this host HAS published but which is not the exact
/// <c>_centerLandblock</c> (a remote sitting one landblock off-center,
/// exactly the boundary population this route exists to serve) must
/// still read as currently published. Before this fix the predicate
/// inherited <see cref="IHeadlessCollisionNeighborhood.IsReady"/>'s own
/// <c>_centerLandblock != center</c> restriction — correct for
/// <c>IsReady</c>'s narrower question, wrong here — so only ONE of the
/// nine published landblocks would ever read true.
/// <para>
/// Seeds <c>_resident</c> directly via reflection (no lightweight DAT
/// fixture in this test project can drive real 3x3 publication through
/// <c>CenterOn</c> — its dummy <see cref="IDatReaderWriter"/> proxy makes
/// <c>LandblockLoader.Load</c> fail for every landblock, including a
/// REQUIRED center) — mirrors the existing reflection precedent
/// <c>HeadlessSessionHostTests.SeedRuntimePlacement</c> already uses for
/// otherwise-unreachable internal state. <c>_centerLandblock</c> is
/// deliberately left at its default (never set) — the whole point is
/// that this predicate no longer depends on it.
/// </para>
/// </summary>
[Fact]
public void ServiceWindowCoversAPublishedNeighborLandblockNotOnlyTheExactCenter()
{
var factory = new FixtureContentFactory();
using var owner = new HeadlessProcessContentOwner(
ContentDescriptor(),
_ => { },
factory);
using HeadlessProcessContentOwner.HeadlessProcessContentLease lease =
owner.AcquireLease("fixture");
var operations = new FixtureGameplayOperations();
using var runtime = new GameRuntime(new GameRuntimeDependencies(
operations, operations, operations, operations));
var neighborhood = new HeadlessCollisionNeighborhood(runtime, lease);
const uint neighborLandblock = 0xA9B5FFFFu;
const uint neighborCell = 0xA9B50001u;
runtime.EntityObjects.Physics.Engine.AddLandblock(
neighborLandblock,
new TerrainSurface(new byte[81], new float[256]),
Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(),
worldOffsetX: 0f,
worldOffsetY: 0f);
SeedResident(neighborhood, neighborLandblock);
Assert.True(
((IRuntimeRemotePlacementServiceWindow)neighborhood)
.IsWithinServiceWindow(neighborCell));
}
private static void SeedResident(
HeadlessCollisionNeighborhood neighborhood,
uint landblockId)
{
FieldInfo field = typeof(HeadlessCollisionNeighborhood).GetField(
"_resident",
BindingFlags.NonPublic | BindingFlags.Instance)
?? throw new MissingFieldException(
nameof(HeadlessCollisionNeighborhood), "_resident");
var resident = (HashSet<uint>)field.GetValue(neighborhood)!;
resident.Add(landblockId);
}
private static HeadlessContentDescriptor ContentDescriptor() => new()
{
DatDirectory = "fixture-dats",
PreparedAssetPath = "fixture.pak",
};
private sealed class FixtureContentFactory
: IHeadlessProcessContentFactory
{
internal FixtureContentFactory()
{
DatsResource =
DispatchProxy.Create<IDatReaderWriter, TestResourceProxy>();
PreparedResource =
DispatchProxy.Create<ITestPreparedSource, TestResourceProxy>();
}
internal IDatReaderWriter DatsResource { get; }
internal ITestPreparedSource PreparedResource { get; }
public HeadlessOpenedProcessContent Open(
HeadlessContentDescriptor descriptor,
Action<string> diagnostic) =>
new(
DatsResource,
PreparedResource,
MagicCatalog.Empty,
ImmutableArray.CreateRange(new float[256]));
}
private sealed class FixtureGameplayOperations
: IRuntimeCombatAttackOperations,
IRuntimeCombatTargetOperations,
IRuntimeCombatModeOperations,
IRuntimeSpellCastOperations
{
public bool CanStartAttack() => false;
public void PrepareAttackRequest()
{
}
public bool SendAttack(AttackHeight height, float power) => false;
public void SendCancelAttack()
{
}
public bool IsDualWield => false;
public bool PlayerReadyForAttack => false;
public bool AutoRepeatAttack => false;
public bool AutoTarget => false;
public uint? SelectClosestTarget() => null;
public bool IsInWorld => false;
public IReadOnlyList<ClientObject> GetOrderedEquipment() => [];
public void NotifyExplicitCombatModeRequest()
{
}
public void SendChangeCombatMode(CombatMode mode)
{
}
public uint LocalPlayerId => 0u;
public bool CanSend => false;
public bool HasRequiredComponents(uint spellId) => false;
public bool IsTargetCompatible(
uint targetId, SpellMetadata spell, bool showMessage) => false;
public void StopCompletely()
{
}
public void SendUntargeted(uint spellId)
{
}
public void SendTargeted(uint targetId, uint spellId)
{
}
public void DisplayMessage(string message)
{
}
public void IncrementBusy()
{
}
}
}