acdream/tests/AcDream.Core.Tests
Erik 37a94e1fa4 feat(#184): remote-creature de-overlap — placement-snap + shadow-follows-resolved (visual gate passed)
Packed monster remotes interpenetrate in acdream but barely in retail on the same
ACE. Retail de-overlaps them CLIENT-side: it sweeps every remote creature every
tick against neighbours' LIVE resolved positions (the collision shadow == the
resolved m_position, re-registered every moved transition step), with the server
position a gentle catch-up target (CPhysicsObj::MoveOrTeleport 0x00516330), not a
hard-snap. The collision math was already faithful; the bug was the reconciliation
(hard-snap) + the movement model (synth-velocity) + a stale shadow.

A first attempt (reverted) enqueued EVERYTHING and left the shadow at the raw
server position — it gate-failed with invisible monsters (an unplaced body blipped
over a huge distance into the sweep -> garbage pos) and the player stuck on offset
shadows. This redo fixes both root causes, mechanism-proven in a Core test first:

- NPC UpdatePosition routes through MoveOrTeleport with a PLACEMENT-SNAP: the body
  is snapped to the server pos when it is not already near it (first UP, no
  Sequencer to consume the queue, >96 m, or |Body - worldPos| > 4 m); only near DR
  corrections enqueue. This restores the body's placement authority (no invisible
  monsters). Airborne keeps the authoritative hard-snap.
- Grounded movement drives the body from the interp CATCH-UP (ComputeOffset ->
  InterpolationManager::adjust_offset, REPLACE dichotomy) instead of synth-velocity
  (get_state_velocity / SERVERVEL); MovementManager::UseTime runs unconditionally.
- SHADOW-FOLLOWS-RESOLVED: after each tick's sweep the collision shadow is
  re-registered at the resolved body (SyncRemoteShadowToBody), movement-gated
  (|Body - LastShadowSyncPos| > 1 cm). The per-UP :5669 raw-pos sync is now
  PLAYERS-ONLY, so an NPC's shadow is only ever written to its resolved body ->
  neighbours de-overlap against resolved bodies, the spread PERSISTS, and collision
  == render (no stuck-on-nothing). Landing clears the interp queue.

Preserved: airborne path, sticky #171 (gate + StickyManager overwrite of the seeded
frame), omega, the #173 bounce, landing, the node_fail_counter watchdog, and Path A
(player remotes, untouched -- Slice 2 unifies it).

Tests (RemoteDeOverlapMechanismTests): converging pair settles STABLE at 0.86 m
(barely overlapping = the retail look) WITH the shadow-sync vs <0.40 m (full
overlap) WITHOUT it; a third test drives the REAL InterpolationManager loop and
confirms the sweep absorbs the stall-blip (no pop-into-neighbour). 2-lens Opus
review (CONCERNS) addressed: movement-gated re-flood for the town-FPS risk;
players-only :5669; the blip-absorption test.

Register: retires TS-41 (SERVERVEL synth-velocity -> catch-up), narrows TS-44 (NPC
UP unified onto the interp queue; gate kept for orientation), adds AP-86
(shadow-follows-resolved impl) + AP-87 (MoveOrTeleport 4 m/no-Sequencer placement
snap). Known residual: the de-overlap sweep uses the human sphere for the mover, so
large creatures de-overlap at human radii (TS-46; Slice 3 plumbs Setup dims).

Visual gate PASSED (user: monsters visible + spacing much better). Core 2620 /
App 741 green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 22:36:54 +02:00
..
Allegiance feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model 2026-04-18 17:17:45 +02:00
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Chat fix(chat): /help client-side handler + System dedup + ThatIsNotAValidCommand template 2026-04-25 21:22:07 +02:00
Combat fix(combat): #159 — derive CombatAnimationMotionCommands from the DRW enum 2026-07-04 09:08:11 +02:00
Conformance refactor(pipeline): MP1a cleanup - narrow public surface, csproj parity, move residue 2026-07-05 20:52:01 +02:00
Fixtures feat(L.2g-S2a): CMotionInterp inbound funnel in Core + live-retail conformance harness (DEV-1 core) 2026-07-02 18:50:09 +02:00
Input fix #174: RemoveLinkAnimations seam is HandleEnterWorld (strip + drain) 2026-07-05 16:33:41 +02:00
Items fix(D.2b): wield is ContainerId-based — drop the WielderId write (code review) 2026-06-22 22:15:18 +02:00
Lighting fix #176: light pool tracked the camera via flood scoping - collect residents, anchor at player 2026-07-06 15:12:31 +02:00
Meshing fix(render): hide editor-only placement markers in dungeons — port retail's degrade-to-nothing (#136) 2026-06-14 19:03:08 +02:00
Physics feat(#184): remote-creature de-overlap — placement-snap + shadow-follows-resolved (visual gate passed) 2026-07-07 22:36:54 +02:00
Player feat(player): #5 PlayerDescription parser — Stam/Mana via attribute block 2026-04-25 16:42:24 +02:00
Plugins feat(D.2b): IUiRegistry plugin UI surface + buffered drain into UiHost 2026-06-14 17:46:37 +02:00
Rendering feat(lighting): SelectForCell (all dynamic lights per EnvCell) + #176 handoff — residual is a runtime z-fight 2026-07-06 13:55:16 +02:00
Selection test(picker): Cluster A #86 — screen-rect cell-occlusion tests 2026-05-19 14:56:51 +02:00
Spells fix(player): EnchantmentMask bit fix + Vitae key=0 + absolute Vitals overlay 2026-04-25 18:15:20 +02:00
Streaming fix(streaming): recover the player from the pending bucket — invisible-player / world-not-loading bug 2026-07-03 22:03:44 +02:00
Terrain fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull 2026-06-12 22:05:31 +02:00
Textures fix(textures): DecodeSolidColor null-safe against null ColorValue 2026-06-14 14:36:07 +02:00
Ui fix(retail): rotation rate, useability gate, retail toast strings 2026-05-16 12:17:54 +02:00
Vfx fix(vfx #56): ParticleHookSink applies CreateParticleHook.PartIndex transform 2026-05-11 23:57:20 +02:00
World feat(streaming): PhysicsDatBundle on LoadedLandblock (datLock fix scaffold) 2026-06-23 09:31:26 +02:00
AcDream.Core.Tests.csproj test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00
xunit.runner.json test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00