acdream/tests/AcDream.Runtime.Tests/Gameplay/PlayerOutboundPositionTests.cs
Erik 6921a02744 refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1)
Member-wise deletion of the three legacy resolver members named in
docs/research/2026-08-05-c5a-contract.md: PhysicsEngine.Resolve,
PhysicsEngine.HasCellSurface, and PhysicsEngine.ResolvePlacement. An
exhaustive receiver census over src/ found zero production callers of any
of the three — every production placement writer already reaches the
canonical PhysicsEngine.SetPosition transaction exclusively through
RuntimeSetPositionState (three call sites total). The deletion is purely
member-wise: IsSpawnCellReady and AdjustPosition, which shared the same
source region as the deleted members, are preserved byte-identical — every
remaining production caller of either (including PhysicsCameraCollisionProbe,
AdjustPosition's sole surviving production caller) is unaffected.

Companion changes:
- PlayerMovementController's 3-argument SetPosition test overload is renamed
  to SeedPlacementForTest (internal) and CommitPreparedPosition is deleted;
  83 call sites across 19 test files were mechanically renamed to match.
- Seven pinned test dispositions from the contract are executed:
  3.1 (PhysicsEngineTests.cs: 11 legacy-resolver tests deleted, 6
  ResolveWithTransition tests kept), 3.2/3.3/3.4 (re-point to canonical
  SetPosition, with TransitionScratchDifferentialTests.cs additionally
  gaining positive IsCommitted assertions after each bitwise comparison so
  the differential proves a placement actually committed, not just that two
  possibly-uncommitted results match), 3.5 (Runtime rename), and 3.6
  (PlayerMovementPlacementTransactionTests.cs rewritten — its xmldoc now
  states plainly that the render-root publish moved to
  RuntimeSetPositionState.cs, but the sticky-release relocation claim was
  false and is retracted; this disposition's coverage loss is the sticky
  release path, not silently absorbed elsewhere).
- Stale `PhysicsEngine.Resolve`/`Resolve` doc citations in CellTransit.cs,
  PlayerMovementController.cs, and HeadlessSessionWorldProjection.cs are
  corrected to name the surviving canonical entry points by symbol
  (SetPosition, AdjustSetPosition/AdjustPosition, ResolveWithTransition)
  rather than fragile line numbers.

Retires AP-1 and AD-1 in docs/architecture/retail-divergence-register.md:
both rows described production zero-delta placement routing remaining on
the legacy resolver pending the Slice 4B2/4B route cutover; that resolver
no longer exists, so the condition each row tracked is now structurally
false rather than merely narrowed. AP-145 (routed through the prior commit)
and this commit's AP-1/AD-1 together bring the section counts to 101 AP / 47
AD active rows.

Builds on the AP-145 fix (previous commit) — this commit's staged tree was
independently rebuilt and its four suites independently rerun on top of
that commit before this commit was created, in addition to the combined
rebuild/rerun below.

Full-solution build: 0 errors (21 pre-existing warnings, all unrelated).
Suite results (combined tree): Core 4270/4271 passed (1 skip; the single
DatSoundCacheTests concurrent-decode-dedup failure is a known load-sensitive
race, confirmed passing standalone and unrelated to this change), Runtime
1176/1176, Headless 86/86, App 4132/4135 (3 skips).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 14:11:31 +02:00

214 lines
7.5 KiB
C#

using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Runtime.Gameplay;
namespace AcDream.Runtime.Tests.Gameplay;
public sealed class PlayerOutboundPositionTests
{
private static readonly Plane GroundPlane =
new(Vector3.UnitZ, 0f);
[Fact]
public void CrossLandblockWorldFrame_SendsCarriedCellLocalPosition()
{
var controller = new PlayerMovementController(new PhysicsEngine());
// The render origin remains A9B1, so a point 22.56 m into A9B2 is
// represented at world Y=214.56. The wire frame must remain the
// carried A9B2-local 22.56, never the render-space 214.56.
controller.SeedPlacementForTest(
new Vector3(116.07f, 214.56f, 83.76f),
0xA9B20021u,
new Vector3(116.07f, 22.56f, 83.76f));
Assert.True(controller.TryGetOutboundPosition(out Position outbound));
Assert.Equal(0xA9B20021u, outbound.ObjCellId);
Assert.Equal(
new Vector3(116.07f, 22.56f, 83.76f),
outbound.Frame.Origin);
Assert.NotEqual(controller.Position, outbound.Frame.Origin);
}
[Fact]
public void UnplacedBody_DoesNotProduceWirePosition()
{
var controller = new PlayerMovementController(new PhysicsEngine());
Assert.False(controller.TryGetOutboundPosition(out _));
}
[Fact]
public void OutboundPosition_PreservesCompleteAuthoritativeQuaternion()
{
var controller = new PlayerMovementController(new PhysicsEngine());
controller.SeedPlacementForTest(
new Vector3(116.07f, 214.56f, 83.76f),
0xA9B20021u,
new Vector3(116.07f, 22.56f, 83.76f));
Quaternion complete = Quaternion.Normalize(
Quaternion.CreateFromAxisAngle(Vector3.UnitX, 0.7f)
* Quaternion.CreateFromAxisAngle(Vector3.UnitY, -0.4f));
controller.SetBodyOrientation(complete);
Assert.True(controller.TryGetOutboundPosition(out Position outbound));
Assert.InRange(
MathF.Abs(Quaternion.Dot(
complete,
Quaternion.Normalize(outbound.Frame.Orientation))),
0.99999f,
1.00001f);
}
[Fact]
public void PositionEvent_FirstFrameIsDue()
{
var controller = new PlayerMovementController(new PhysicsEngine());
var current = PositionAt(Quaternion.Identity);
Assert.True(controller.ShouldSendPositionEvent(current, GroundPlane, 0f));
}
[Fact]
public void PositionEvent_StationaryHeadingChangeIsDueAfterRetailInterval()
{
var controller = new PlayerMovementController(new PhysicsEngine());
var sent = PositionAt(Quaternion.Identity);
var turned = PositionAt(Quaternion.CreateFromAxisAngle(
Vector3.UnitZ,
MathF.PI / 2f));
controller.NotePositionSent(sent, GroundPlane, nowSeconds: 0f);
Assert.False(controller.ShouldSendPositionEvent(
turned,
GroundPlane,
PlayerMovementController.HeartbeatInterval));
Assert.True(controller.ShouldSendPositionEvent(
turned,
GroundPlane,
PlayerMovementController.HeartbeatInterval + 0.01f));
}
[Fact]
public void PositionEvent_UnchangedCompleteFrameIsNotIdleHeartbeat()
{
var controller = new PlayerMovementController(new PhysicsEngine());
var sent = PositionAt(Quaternion.Identity);
controller.NotePositionSent(sent, GroundPlane, nowSeconds: 0f);
Assert.False(controller.ShouldSendPositionEvent(
sent,
GroundPlane,
PlayerMovementController.HeartbeatInterval + 0.01f));
}
[Fact]
public void MovementEvent_StampsOnlyTime_NotTheRememberedFrame()
{
var controller = new PlayerMovementController(new PhysicsEngine());
var sent = PositionAt(Quaternion.Identity);
var turned = PositionAt(Quaternion.CreateFromAxisAngle(
Vector3.UnitZ,
MathF.PI / 2f));
controller.NotePositionSent(sent, GroundPlane, nowSeconds: 0f);
controller.NoteMovementSent(nowSeconds: 0.9f);
Assert.False(controller.ShouldSendPositionEvent(
turned,
GroundPlane,
nowSeconds: 1.1f));
Assert.True(controller.ShouldSendPositionEvent(
turned,
GroundPlane,
nowSeconds: 1.91f));
}
[Fact]
public void PositionEvent_CellOrContactPlaneChangeIsDueInsideInterval()
{
var controller = new PlayerMovementController(new PhysicsEngine());
var sent = PositionAt(Quaternion.Identity);
controller.NotePositionSent(sent, GroundPlane, nowSeconds: 0f);
var otherCell = sent with { ObjCellId = 0xA9B20022u };
var otherPlane = new Plane(Vector3.Normalize(new Vector3(0.01f, 0f, 1f)), 0f);
Assert.True(controller.ShouldSendPositionEvent(otherCell, GroundPlane, 0.1f));
Assert.True(controller.ShouldSendPositionEvent(sent, otherPlane, 0.1f));
}
[Fact]
public void PositionEvent_QuaternionSignIsStoredFrameDataLikeRetail()
{
var controller = new PlayerMovementController(new PhysicsEngine());
var sent = PositionAt(Quaternion.Identity);
var oppositeStoredQuaternion = PositionAt(new Quaternion(0f, 0f, 0f, -1f));
controller.NotePositionSent(sent, GroundPlane, nowSeconds: 0f);
Assert.True(controller.ShouldSendPositionEvent(
oppositeStoredQuaternion,
GroundPlane,
PlayerMovementController.HeartbeatInterval + 0.01f));
}
[Fact]
public void PositionEvent_RetailEpsilonUsesDifferentOriginAndQuaternionBoundaries()
{
const float epsilon = 0.000199999995f;
var controller = new PlayerMovementController(new PhysicsEngine());
var sent = new Position(0xA9B20021u, Vector3.Zero, Quaternion.Identity);
controller.NotePositionSent(sent, GroundPlane, nowSeconds: 0f);
var exactOriginBoundary = sent with
{
Frame = sent.Frame with { Origin = new Vector3(epsilon, 0f, 0f) },
};
var exactQuaternionBoundary = sent with
{
Frame = sent.Frame with
{
Orientation = new Quaternion(epsilon, 0f, 0f, 1f),
},
};
float elapsed = PlayerMovementController.HeartbeatInterval + 0.01f;
Assert.False(controller.ShouldSendPositionEvent(
exactOriginBoundary,
GroundPlane,
elapsed));
Assert.True(controller.ShouldSendPositionEvent(
exactQuaternionBoundary,
GroundPlane,
elapsed));
}
[Fact]
public void PositionEvent_RetailPlaneDistanceBoundaryIsStrict()
{
const float epsilon = 0.000199999995f;
var controller = new PlayerMovementController(new PhysicsEngine());
var sent = PositionAt(Quaternion.Identity);
controller.NotePositionSent(sent, GroundPlane, nowSeconds: 0f);
var exactNormalBoundary = new Plane(
new Vector3(epsilon, 0f, 1f),
0f);
var exactDistanceBoundary = new Plane(Vector3.UnitZ, epsilon);
Assert.False(controller.ShouldSendPositionEvent(
sent,
exactNormalBoundary,
nowSeconds: 0.1f));
Assert.True(controller.ShouldSendPositionEvent(
sent,
exactDistanceBoundary,
nowSeconds: 0.1f));
}
private static Position PositionAt(Quaternion orientation)
=> new(
0xA9B20021u,
new Vector3(116.07f, 22.56f, 83.76f),
orientation);
}