acdream/tests/AcDream.Content.Tests/LandblockPhysicsContentBuilderStaticSphereTests.cs
Erik c94a1a407e feat(render): Campaign OVERHAUL S2 chunk 5 + closeout — registry is the only render membership owner
Chunk 5 (consumer cutover): WalkProductionWorldData's per-cell views are
borrowed from ShadowObjectRegistry.GetRetailPartEntriesInCell and resolved
through RenderSceneQuery.TryGetByLocalEntityId; every render-side sweep,
bucket, parent-cell and root-position fallback is deleted (AD-116 for the
one-frame registry→scene window, counted in UnregisteredRenderMembershipCount).
A live entity with visual parts but no collision geometry registers
render-only (LiveEntityCollisionBuilder computes the part array before the
empty-shapes gate).

Closeout fixes found while landing it:
- RefloodOwnerForLandblock forwards the retained part array — a reflood is
  retail's recalc_cross_cells over the SAME CPartArray; without it every owner
  touched by a landblock replacement commit lost its render membership.
- Non-colliding DAT statics register render-only from BOTH publishers
  (LandblockPhysicsPublisher.PublishStaticEntity,
  LandblockPhysicsContentBuilder.RegisterRenderOnlyStatic). The G2 self-gate
  pixel diff caught them vanishing (Facility Hub wall panels): retail floods
  every object regardless of collision (CEnvCell::init_static_objects
  0x0052c350, add_shadows_to_cells 0x00514ae0).
- S2 dual review fix batch (arch + retail lens, lead-verified):
  Suspend clears the retail product (remove_shadows_from_cells 0x00511230 is
  one transaction); AttachChild/DetachChild advance the mutation revision so
  a prepared SetPosition cannot clobber a child's rows; an attached child
  never floods on its own re-registration; RemoveLandblock and the non-rooted
  RetireOwnerFromLandblock prune retail rows (render-only statics end with
  their landblock); a render-only owner's no-cell-array commit republishes at
  its destination cell (AD-117); an empty non-null part array is treated as
  null; per-move closures/LINQ replaced by index loops; EnvCell shells stay
  out of the scene's LocalEntityId index (payload-less records); the index
  predicate compares the id; the dead per-cell scene indices are deleted.

Register: AD-116 (chunk 5), AD-117 (four residual Contract A/B readings).
Evidence: s2-membership-ownership-map.md §8 (chunk 5) and §9 (closeout).

Gates (Release): Core 4,984/4,984; Content 214/214; Runtime 1,884/1,884;
App hermetic lane 6,760/6,760; App InstalledDat lane 217 pass / 1 skip /
2 pre-existing #383 layout-fixture failures; App Windows lane 1/1.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 01:01:47 +02:00

184 lines
8.2 KiB
C#

using System.Collections.Immutable;
using System.Linq;
using System.Numerics;
using AcDream.Content;
using AcDream.Core.Physics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.Content.Tests;
/// <summary>
/// AP-155 parity (route independence) for the second static publication site,
/// <see cref="LandblockPhysicsContentBuilder.PublishStaticCollision"/>. A
/// Setup carrying only authored Spheres (no CylSpheres) must register the
/// SAME shapes — type, local position, radius, scale — as
/// <see cref="ShadowShapeBuilder.FromSetup"/>, the LIVE path. Before the fix
/// this site emitted a height-capped Cylinder instead (base = origin - r*ẑ,
/// height = 2r), identically to <c>LandblockPhysicsPublisher</c>'s copy of
/// the same bug — see that class's tests
/// (<c>LandblockPhysicsPublisherTests.CompletePublication_SphereOnlySetup_*</c>)
/// for the dispatch-level (Cylinder-vs-Sphere narrow phase) proof; the two
/// sites share the SAME <c>ShadowObjectRegistry</c>/<c>TransitionTypes</c>
/// query code; this class only needs to prove ITS emission is correct.
/// </summary>
public sealed class LandblockPhysicsContentBuilderStaticSphereTests
{
private const uint LandblockId = 0xA9B40000u;
private const uint SetupId = 0x02000042u;
[Fact]
public void PublishStaticCollision_SphereOnlySetup_MatchesFromSetupShapeForShape()
{
var setup = new Setup();
setup.Spheres.Add(new Sphere
{
Origin = new Vector3(0.3f, -0.2f, 0.9f),
Radius = 0.55f,
});
setup.Spheres.Add(new Sphere
{
Origin = new Vector3(-0.1f, 0.4f, 1.4f),
Radius = 0.25f,
});
FlatSetupCollision flatSetup = FlatCollisionAssetBuilder.FlattenSetup(setup);
const float entScale = 1.3f;
var entity = new WorldEntity
{
Id = 0x80A9B401u,
SourceGfxObjOrSetupId = SetupId,
Position = Vector3.Zero,
Rotation = Quaternion.Identity,
Scale = entScale,
MeshRefs = Array.Empty<MeshRef>(),
};
var landblock = new LoadedLandblock(
LandblockId,
new LandBlock { Terrain = new TerrainInfo[81], Height = new byte[81] },
new[] { entity });
var collisions = new LandblockCollisionBuild(
ImmutableDictionary<uint, FlatGfxObjCollisionAsset>.Empty,
ImmutableDictionary<uint, FlatSetupCollision>.Empty.Add(SetupId, flatSetup),
ImmutableDictionary<uint, FlatCellStructureCollisionAsset>.Empty,
ImmutableDictionary<uint, FlatEnvCellTopology>.Empty,
ImmutableArray<uint>.Empty,
ImmutableArray.Create(SetupId),
ImmutableArray<uint>.Empty);
var engine = new PhysicsEngine();
var cache = new PhysicsDataCache();
LandblockPhysicsContentBuilder.CachePreparedObjects(cache, collisions);
LandblockPhysicsContentBuilder.StaticCollisionPublication publication =
LandblockPhysicsContentBuilder.PublishStaticCollision(
engine, cache, landblock, collisions, origin: Vector3.Zero);
Assert.Equal(1, publication.SetupOwnerCount);
Assert.Equal(0, publication.BspOwnerCount);
Assert.Equal(0, publication.NoCollisionCount);
// The LIVE-path oracle for the SAME Setup/scale.
var expected = ShadowShapeBuilder.FromSetup(setup, entScale, _ => false);
Assert.Equal(2, expected.Count);
Assert.All(
expected,
shape => Assert.Equal(ShadowCollisionType.Sphere, shape.CollisionType));
ShadowShape[] expectedOrdered = expected.OrderBy(shape => shape.Radius).ToArray();
// Entity registered at world origin with identity rotation, so
// RegisterMultiPart's world composition (entityWorldPos +
// Transform(shape.LocalPosition, entityWorldRot)) reduces to exactly
// shape.LocalPosition — the static entry's world Position is directly
// comparable to FromSetup's LocalPosition.
ShadowEntry[] entries = engine.ShadowObjects.AllEntriesForDebug()
.Where(entry => entry.EntityId == entity.Id)
.OrderBy(entry => entry.Radius)
.ToArray();
Assert.Equal(expectedOrdered.Length, entries.Length);
for (int i = 0; i < entries.Length; i++)
{
Assert.Equal(ShadowCollisionType.Sphere, entries[i].CollisionType);
Assert.Equal(expectedOrdered[i].LocalPosition, entries[i].Position);
Assert.Equal(expectedOrdered[i].Radius, entries[i].Radius);
Assert.Equal(expectedOrdered[i].Scale, entries[i].Scale);
// Review F4 (2026-08-07): assert, don't infer — the C4 lesson.
Assert.Equal(expectedOrdered[i].CylHeight, entries[i].CylHeight);
}
}
/// <summary>
/// Campaign OVERHAUL S2 chunk 5 closeout (G2 self-gate finding): a DAT
/// static whose GfxObj has visual geometry but no physics BSP is still a
/// CPhysicsObj retail floods into its cells (calc_cross_cells_static
/// 0x00515160 bbox route over the part array + add_shadows_to_cells
/// 0x00514ae0 AddPartsShadow rows), so the Content publisher registers it
/// render-only: retail cell array + part entry, zero collision rows, and
/// it still counts as a no-collision owner.
/// </summary>
[Fact]
public void PublishStaticCollision_NonCollidingGfxObjStatic_RegistersRenderOnly()
{
const uint gfxObjId = 0x01000043u;
var gfx = new GfxObj
{
VertexArray = new VertexArray
{
Vertices = new Dictionary<ushort, SWVertex>
{
[0] = new SWVertex { Origin = new Vector3(-0.5f, -0.5f, 0f) },
[1] = new SWVertex { Origin = new Vector3(0.5f, -0.5f, 0f) },
[2] = new SWVertex { Origin = new Vector3(0f, 0.5f, 1.2f) },
},
},
};
FlatGfxObjCollisionAsset asset = FlatCollisionAssetBuilder.FlattenGfxObj(gfx);
Assert.True(asset.PhysicsBsp.RootIndex < 0); // the fixture really has no physics
Assert.NotNull(asset.VisualBounds);
var entity = new WorldEntity
{
Id = 0x80A9B402u,
SourceGfxObjOrSetupId = gfxObjId,
Position = new Vector3(12f, 12f, 0f),
Rotation = Quaternion.Identity,
MeshRefs = new[] { new MeshRef(gfxObjId, Matrix4x4.Identity) },
};
var landblock = new LoadedLandblock(
LandblockId,
new LandBlock { Terrain = new TerrainInfo[81], Height = new byte[81] },
new[] { entity });
var collisions = new LandblockCollisionBuild(
ImmutableDictionary<uint, FlatGfxObjCollisionAsset>.Empty.Add(gfxObjId, asset),
ImmutableDictionary<uint, FlatSetupCollision>.Empty,
ImmutableDictionary<uint, FlatCellStructureCollisionAsset>.Empty,
ImmutableDictionary<uint, FlatEnvCellTopology>.Empty,
ImmutableArray.Create(gfxObjId),
ImmutableArray<uint>.Empty,
ImmutableArray<uint>.Empty);
var engine = new PhysicsEngine();
var cache = new PhysicsDataCache();
LandblockPhysicsContentBuilder.CachePreparedObjects(cache, collisions);
LandblockPhysicsContentBuilder.StaticCollisionPublication publication =
LandblockPhysicsContentBuilder.PublishStaticCollision(
engine, cache, landblock, collisions, origin: Vector3.Zero);
Assert.Equal(0, publication.SetupOwnerCount);
Assert.Equal(0, publication.BspOwnerCount);
Assert.Equal(1, publication.NoCollisionCount);
Assert.Empty(engine.ShadowObjects.AllEntriesForDebug());
Assert.True(engine.ShadowObjects.TryGetRetailCellArray(entity.Id, out var cells));
Assert.NotEmpty(cells);
Assert.Equal(
RetailCellArrayRoute.BoundingBox,
engine.ShadowObjects.GetRetailCellArrayRoute(entity.Id));
var parts = engine.ShadowObjects.GetRetailPartEntriesInCell(cells[0])
.Where(part => part.EntityId == entity.Id)
.ToArray();
Assert.Single(parts);
Assert.Equal(gfxObjId, parts[0].GfxObjId);
}
}