acdream/tests/AcDream.Core.Tests/Physics
Erik 35b37dfb5f chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments
Triage step from the plan at C:\Users\erikn\.claude\plans\
i-did-some-work-sharded-acorn.md. Four sessions on issue #98 left the
worktree dirty with ~1352 LOC of mixed work. This commit splits the
work into "keep" (defensible + diagnostic) and "drop" (failed
experiments), then commits the keep set with the drops removed.

Plan asked for three commits (diag / fix / revert); consolidated to one
because the diagnostic emits in TransitionTypes.cs are tightly
interleaved with the multi-sphere CellTransit calls and the CellId
switch. Hunk-level splitting in those files for marginal bisect
granularity didn't justify the misclick risk.

Reverted entirely (failed experiments per slice 7 handoff):
- src/AcDream.Core/Physics/PhysicsDataCache.cs — neg-poly storage
  fields (Stippling, PosSurface, NegSurface, HasNegativeSide,
  IsNegativeSide, NegativeSide).
- src/AcDream.Core/Physics/ShadowObjectRegistry.cs — isBuilding flag
  propagation through Register / ShadowEntry.
- tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs — 165 lines of
  PolygonWithNegativeSide_* tests.
- tests/AcDream.Core.Tests/Physics/ShadowObjectRegistryTests.cs —
  isBuilding propagation tests.
- src/AcDream.Core/World/WorldEntity.cs — IsLandblockBuilding field
  (no consumer once ShadowObjectRegistry.isBuilding is gone).
- src/AcDream.Core/World/LandblockLoader.cs — IsLandblockBuilding=true
  setter on building entities (kept BuildBuildingTerrainCells).
- src/AcDream.App/Rendering/GameWindow.cs — isBuilding: arg passed to
  ShadowObjects.Register.
- src/AcDream.Core/Physics/BSPQuery.cs — TryAdjustWalkableSide /
  IsWalkableAt helpers, their callers, the Path 5 / Path 6 neg-poly
  branch split, the BldgCheck-tied clearCell conditional, and the
  neg-poly ResolveCellPolygons writes.
- src/AcDream.Core/Physics/PhysicsDiagnostics.cs — neg-poly fields
  in the poly-dump format.
- src/AcDream.Core/Physics/TransitionTypes.cs — SpherePath.BldgCheck +
  SpherePath.HitsInteriorCell fields and every consumer, the
  savedBldgCheck try/finally around FindCollisions, and the neg-poly
  format additions to the dump-on-error helper.
- src/AcDream.Core/Physics/CellTransit.cs — FindCellSet overloads
  with hitsInteriorCell out-param and the BuildCellSetAndPickContaining
  out-param threading.

Kept (defensible correctness fixes + diagnostic infrastructure):
- src/AcDream.App/Rendering/GameWindow.cs — render-vs-physics cell
  origin split: the 0.02m render lift no longer leaks into physics
  BSP caching. lb.BuildingTerrainCells threaded into LandblockMesh.Build.
- src/AcDream.Core/World/LoadedLandblock.cs — BuildingTerrainCells
  record field.
- src/AcDream.Core/World/LandblockLoader.cs — BuildBuildingTerrainCells
  (cy*8+cx from LandBlockInfo.Buildings).
- src/AcDream.Core/Terrain/LandblockMesh.cs — hiddenTerrainCells
  param that collapses owned-cell triangles to a zero-area degenerate.
- src/AcDream.App/Streaming/{GpuWorldState,LandblockStreamer}.cs —
  mechanical BuildingTerrainCells threading through LoadedLandblock
  reconstructions.
- src/AcDream.Core/Physics/CellTransit.cs — multi-sphere
  FindTransitCellsSphere variant + multi-sphere AddAllOutsideCells +
  FindCellSet(IReadOnlyList<Sphere>, …) overload + the
  BSPQuery.SphereIntersectsCellBsp call for loaded neighbours. Matches
  retail CObjCell::find_cell_list / CEnvCell::find_transit_cells.
- src/AcDream.Core/Physics/TransitionTypes.cs — multi-sphere FindCellSet
  call site, retail-faithful CellId switch after CheckOtherCells, the
  outdoor-landcell terrain-walkable fallback in CheckOtherCells, and
  the full diagnostic suite ([step-walk], [walkable-nearest],
  [issue98-walkable-detail], [cell-set-summary], LastBspHitPoly
  emits).
- src/AcDream.Core/Physics/PhysicsDiagnostics.cs — ProbeStepWalkEnabled
  gate (ACDREAM_PROBE_STEP_WALK=1) + LogStepWalk helper + FormatVector
  / FormatPlane utilities. All emit-gated.
- src/AcDream.Core/Physics/BSPQuery.cs — diagnostic emits to
  LastBspHitPoly at four sites in SphereIntersectsPolyInternal /
  the placement adjustment path.
- Test files for the kept work: CellTransitFindCellSetTests,
  CellTransitFindTransitCellsSphereTests, PhysicsDiagnosticsTests,
  TransitionCheckOtherCellsTests, LandblockMeshTests,
  LandblockLoaderTests.

Verification:
- dotnet build: green, 0 errors, 3 pre-existing warnings.
- dotnet test: 1156 passed + 8 failed (baseline was 1148 + 8 pre-
  existing; the +8 passing are the new tests for the kept defensible
  work). Same 8 pre-existing failures, no new regressions.

Backup of pre-triage worktree state in stash@{0}.

A6.P3 #98 is still open; this is the apparatus-prep step, not a fix.
Next: cell-dump probe (Step 2 of the plan).
2026-05-23 15:11:49 +02:00
..
AnimationCommandRouterTests.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
AnimationHookRouterTests.cs feat(anim): Phase E.1 hook router + GameWindow wiring 2026-04-18 16:30:23 +02:00
AnimationSequencerTests.cs fix(animation): close #61 + smooth stop from backward/sidestep-left/turn-left 2026-05-18 15:16:20 +02:00
BSPQueryTests.cs test(physics): BSPQuery.FindCollisions writes world-space plane with translated origin 2026-05-20 07:58:37 +02:00
BSPStepUpFixtures.cs feat(physics): Phase L.2.1+L.2.2 — BSP step-up and rooftop landing 2026-04-29 16:16:39 +02:00
BSPStepUpTests.cs fix(physics): L.4 — steep airborne hits slide-tangent (interim, deviates from retail) 2026-04-30 13:22:07 +02:00
CellPhysicsPortalWiringTests.cs feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics 2026-05-19 16:52:20 +02:00
CellSurfaceTests.cs feat(core): Phase B.3 — CellSurface (indoor floor polygon projection) 2026-04-12 09:51:22 +02:00
CellTransitAddAllOutsideCellsTests.cs feat(physics): Phase 2 — port CellTransit + wire into ResolveCellId 2026-05-19 17:14:04 +02:00
CellTransitCheckBuildingTransitTests.cs refactor(physics): Phase 2 — code-review polish on BuildingPhysics commit 2026-05-19 18:01:44 +02:00
CellTransitFindCellListTests.cs feat(physics): Phase 2 — BuildingPhysics + CheckBuildingTransit 2026-05-19 17:34:38 +02:00
CellTransitFindCellSetTests.cs chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
CellTransitFindTransitCellsSphereTests.cs chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
CollisionExemptionTests.cs fix(phys L.2g slice 1b): widen CollisionExemption to ETHEREAL alone 2026-05-13 18:27:06 +02:00
CollisionPrimitivesTests.cs feat(physics): port 9 collision primitives from acclient.exe (chunk_00530000.c) 2026-04-12 23:53:47 +02:00
EntityCollisionFlagsTests.cs feat(physics): live-entity collision plumbing (Commit A) 2026-04-29 13:12:56 +02:00
FindEnvCollisionsMultiCellTests.cs Reapply "feat(physics): A4 — wire CheckOtherCells into FindEnvCollisions" 2026-05-20 20:06:14 +02:00
IndoorContactPlaneRetentionTests.cs docs(test): A6.P3 slice 1 T5 — update stale call-chain reference in test doc 2026-05-22 09:37:52 +02:00
IndoorWalkablePlaneTests.cs Revert "fix(physics): remove per-frame indoor walkable-plane synthesis" 2026-05-20 09:17:24 +02:00
InterpolationManagerTests.cs feat(motion): L.3 M1 — fresh InterpolationManager port + retail spec 2026-05-05 14:56:42 +02:00
MotionCommandResolverTests.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
MotionInterpreterTests.cs test(physics): MyRunRate fallback test for GetMaxSpeed (L.3.1 Task 2 polish) 2026-05-02 19:20:39 +02:00
PhysicsBodyTests.cs feat(core): port decompiled AC client physics — CollisionPrimitives + PhysicsBody 2026-04-12 23:54:51 +02:00
PhysicsDiagnosticsTests.cs chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
PhysicsEngineTests.cs fix(physics): Cluster A #84 + #85 — indoor cell tracking 2026-05-19 15:20:36 +02:00
PlayerWeenieTests.cs feat(physics): PlayerWeenie with retail Run/Jump formulas 2026-04-13 23:15:25 +02:00
PortalInfoTests.cs feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics 2026-05-19 16:52:20 +02:00
PortalPlaneTests.cs feat(core): Phase B.3 — PortalPlane (plane math + crossing detection) 2026-04-12 18:17:48 +02:00
PositionManagerTests.cs fix(motion): project anim root motion onto terrain plane (slope staircase) 2026-05-05 21:37:42 +02:00
RemoteMoveToDriverTests.cs fix(retail): rotation rate, useability gate, retail toast strings 2026-05-16 12:17:54 +02:00
ResolveCellIdTests.cs feat(physics): Phase 2 — BuildingPhysics + CheckBuildingTransit 2026-05-19 17:34:38 +02:00
ServerControlledLocomotionTests.cs fix(anim): Phase L.1c match MoveTo run speed 2026-04-28 20:58:22 +02:00
ShadowObjectRegistryTests.cs feat(phys L.2g slice 1): ShadowObjectRegistry.UpdatePhysicsState 2026-05-12 22:22:32 +02:00
SphereIntersectsCellBspTests.cs fix(physics): #90 — sphere-overlap cell stickiness at doorway threshold 2026-05-20 20:30:36 +02:00
TerrainSurfaceTests.cs fix(scenery): #49 9×9 loop, per-spawn building check, triangle slope 2026-05-07 21:15:11 +02:00
TransitionCheckOtherCellsTests.cs chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
TransitionTests.cs feat(physics): Transition.FindTransitionalPosition core algorithm 2026-04-13 23:52:45 +02:00
TransitionTypesTests.cs Revert "fix(physics): remove per-frame indoor walkable-plane synthesis" 2026-05-20 09:17:24 +02:00
WalkMissDiagnosticTests.cs feat(physics): WalkMissDiagnostic aggregator for ISSUES #83 probe spike 2026-05-20 10:31:39 +02:00