acdream/tests/AcDream.Core.Tests/Physics
Erik 3b7dc46219 fix(phys): GetNearbyObjects dedup-by-entityId silently drops multi-part shadows
Apparatus test (DoorCollisionApparatusTests) loads door GfxObj 0x010044B5
from the real dat, builds the door entity's shape list via
ShadowShapeBuilder, registers via RegisterMultiPart, and sweeps a player
sphere into the door from three angles. Pre-fix: all three assertions
fail — the sphere walks straight through. The [cyl-test] probe fires
every tick (the small Sphere shape is queried) but no [resolve-bldg] —
the per-Part BSP entry is never reached.

Root cause: ShadowObjectRegistry.GetNearbyObjects deduplicates on
entry.EntityId via HashSet<uint>. Pre-RegisterMultiPart each entity had
exactly one shadow row, so dedup-by-entityId correctly suppressed
multi-cell duplication. After Task 4's RegisterMultiPart introduced
multi-shape rows (1 Sphere + 1 per-Part-BSP for doors; potentially more
for creatures + items), the dedup silently drops everything after the
first. ShadowShapeBuilder emits Sphere shapes before Part-BSPs, so the
Sphere wins and the BSP is dropped — exactly the "Task 7 produced zero
[resolve-bldg] hits" finding from the 2026-05-24 evening handoff.

Fix: dedup on the full ShadowEntry. record-struct equality compares
all fields (EntityId, GfxObjId, Position, Rotation, Radius,
CollisionType, CylHeight, Scale, State, Flags, LocalPosition,
LocalRotation). Distinct shapes of the same entity are not equal and
make it through; the same shape registered in multiple cells (its
fields identical across calls) dedups exactly as before.

Apparatus verification post-fix: all 4 tests pass.
  - Dead-center front approach: BLOCKED at Y=11.5 normal=(0,-1,0).
  - 50 cm off-center: BLOCKED at Y=11.5 normal=(0,-1,0).
  - Back approach from inside: BLOCKED at Y=12.8 normal=(0,+1,0).
  - Diagnostic dump: BSP fires at tick 5.

What this fix DOES NOT do: switch live RegisterLiveEntityCollision to
use ShadowShapeBuilder + RegisterMultiPart. That's Task 7 of the
original plan, still reverted. With this foundation fix in place,
Task 7 should now actually deliver door blocking in production.

Test impact: 44/44 in the shape/registry/door scope pass. The broader
Physics suite shows the pre-existing PhysicsResolveCapture
static-state flakiness documented in CLAUDE.md — 6 baseline failures
without my new tests, 10 with them (4 extra are my apparatus tests'
IsPlayer-flag resolves getting captured by a concurrent Capture-test
race). Independent of this fix; verified by isolating each test
class.

Findings + apparatus reasoning:
docs/research/2026-05-24-door-dat-inspection-findings.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 18:47:04 +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
CellarUpTrajectoryReplayTests.cs fix(phys): A6.P3 #98 — gate outdoor shadow radial sweep on indoor primary cell 2026-05-24 06:49:46 +02:00
CellDumpRoundTripTests.cs feat(phys): A6.P3 #98 Step 2 — cell-dump probe + roundtrip test 2026-05-23 15:16:56 +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
DoorCollisionApparatusTests.cs fix(phys): GetNearbyObjects dedup-by-entityId silently drops multi-part shadows 2026-05-24 18:47:04 +02:00
DoorSetupGfxObjInspectionTests.cs test(phys): door setup + GfxObj dat-inspection — Hypothesis A falsified 2026-05-24 18:34:41 +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
GfxObjDumpRoundTripTests.cs feat(phys): A6.P3 #98 — GfxObj dump infrastructure (ACDREAM_DUMP_GFXOBJS) 2026-05-23 20:24:26 +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
Issue98CellarUpReplayTests.cs test(phys): A6.P3 #98 Step 3 — deterministic replay harness 2026-05-23 15:25:40 +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 feat(phys): A6.P3 #98 — GfxObj dump infrastructure (ACDREAM_DUMP_GFXOBJS) 2026-05-23 20:24:26 +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
ShadowObjectRegistryMultiPartTests.cs test(phys): Task 6 regression — Deregister clears _entityShapes cache 2026-05-24 15:22:30 +02:00
ShadowObjectRegistryTests.cs feat(phys): A6.P4 slice 1 — portal-reachable cellSet includes outdoor cells 2026-05-24 08:10:32 +02:00
ShadowShapeBuilderTests.cs feat(phys): ShadowShapeBuilder.FromSetup 2026-05-24 15:12:56 +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