acdream/tests/AcDream.App.Tests/World/LiveEntityPresentationControllerTests.cs
Erik 529e0e9d88 feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8)
Campaign P remaining-physics-divergence, placement cutover slice C3c
(docs/plans/2026-08-02-placement-cutover.md). Both production hosts now
register every initial Create through the residence + continuation-
executor + first-entry-conductor machinery (C0-C3b):

- Graphical (route 1): RegisterEntityWithInitialResidence at Create; the
  shared RuntimeFirstEntryDriveController pumps both conductors from the
  placement-receipt flow; MaterializeProjection and RebucketLiveEntity
  are presentation-only while a residence is ACTIVE (ExecutorCompleted is
  the presentation-binding receipt); post-residence entities take the
  full legacy path including the prepare_to_enter_world clock edges.
  PlayerModeController attaches presentation to the Runtime-published
  controller; its legacy resolve/step-heights/host-construction path is
  deleted; presentation-only rollback (retail has no entry-flow rollback).
- Headless (route 8): OnSpawned registers with residence when a drive
  exists; content-less sessions keep the pre-flip direct registration;
  SynchronizeLocalPlayer/CreateController/ApplySetupStepHeights deleted;
  prepared-collision read failure is a typed AwaitingCollisionSource
  retry; far remotes outside the service window complete celless.
- RuntimeLocalPlayerMovementState.Controller setter sealed internal; all
  controller mutation flows through the publication lifecycle.

Fix slices landed within this cutover, each dual-gated:
- F1: live movement-stat/server-physics application routed through the
  Runtime ownership seam (post-logout ingest crash on the retired
  controller eliminated; RuntimeMovementSkillProjection deleted).
- F2: login activation wedge - collision-admission prefix gate factored
  out of the seal (reentrant-commit RejectedAuthority), rearm generation
  identity corrected, PlayerModeAutoEntry requires the Runtime-published
  controller (world reveal can no longer seal unmaterialized).
- F3: landblock-prefix 0-sentinel replaced by explicit absent-id guards;
  map-corner landblocks (grid row/col 0) fully legal through admission,
  park/rearm/retire, quiescence, and outdoor shadow seeds.
- F5: local-player first-entry ground contact seeded by the shared
  SpawnPlacementSettler (moved App->Core) at FinalizeActivation - the
  retail first-gravity-frame touch (enter_world 0x00516170 carries no
  seed); the legacy unconditional force-seed is overwritten by a real
  floor-found contact; airborne spawns stay airborne; outbound contact
  bit verified end-to-end. Fixes the standing-cast 'You can't do that
  while in the air!' rejections.
- R1 (dual-review round): login constraint leash armed at the committed
  placement (HandleReceivedPosition 0x00453FD0 analog); register rows
  AD-61 (settle-timing compression now covering the local player) and
  AD-42 (repointed off the deleted resolve split) in this commit;
  residence-conversion owner API; wire-landblock guards; drive-pending
  ledger in IsConverged; route attach/detach latch; executor-drain drift
  model documented + source-pinned.

Gates: Runtime 1,003, App 4,039/3 skips, Headless 79, complete solution
10,816/0 failed/4 skips (Release, -m:1); connected lifecycle/reconnect
gate PASS (logs/connected-world-gate-20260802-175401; graceful exits,
world-visible, zero airborne rejections). The nine-stop soak remains red
for the pre-existing 6b28ff99 whole-world collision-clone throughput
regression (attributed with evidence; scheduled as its own slice before
C5). Dual Opus reviews (retail-conformance + adversarial): delta PASS.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 18:10:33 +02:00

782 lines
30 KiB
C#

using System.Numerics;
using AcDream.App.Streaming;
using AcDream.App.World;
using AcDream.Content.Vfx;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Core.World;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
using Xunit.Sdk;
namespace AcDream.App.Tests.World;
public sealed class LiveEntityPresentationControllerTests
{
[Fact]
public void InitialVisibleObject_DoesNotPlayUnHide()
{
Fixture fixture = new(PhysicsStateFlags.ReportCollisions);
Assert.True(fixture.Controller.OnLiveEntityReady(Fixture.Guid));
Assert.Empty(fixture.TypedPlays);
Assert.True(fixture.Entity.IsDrawVisible);
Assert.Equal(1, fixture.Shadows.TotalRegistered);
}
[Fact]
public void HiddenThenVisible_PlaysTypedEffectsMutatesChildrenAndRestoresShadow()
{
Fixture fixture = new(
PhysicsStateFlags.Hidden | PhysicsStateFlags.ReportCollisions);
Assert.True(fixture.Controller.OnLiveEntityReady(Fixture.Guid));
Assert.Equal(
[(fixture.Entity.Id, LiveEntityPresentationController.HiddenScriptType, 1f)],
fixture.TypedPlays);
Assert.Equal([(Fixture.Guid, true)], fixture.ChildNoDraw);
Assert.Equal([Fixture.Guid], fixture.InvalidTargets);
Assert.Equal([fixture.Entity.Id], fixture.PartArrayEnterWorld);
Assert.Equal([0], fixture.PartArrayShadowCounts);
Assert.Equal(
["effect:76", "children:True", "part-array", "target"],
fixture.PresentationOrder);
Assert.Equal(0, fixture.Shadows.TotalRegistered);
Assert.False(fixture.Entity.IsDrawVisible);
Assert.True(fixture.Runtime.TryApplyState(
new SetState.Parsed(Fixture.Guid, 0u, 1, 2),
out _,
out _));
Assert.True(fixture.Controller.OnStateAccepted(Fixture.Guid));
Assert.Equal(
[
(fixture.Entity.Id, LiveEntityPresentationController.HiddenScriptType, 1f),
(fixture.Entity.Id, LiveEntityPresentationController.UnHideScriptType, 1f),
],
fixture.TypedPlays);
Assert.Equal([(Fixture.Guid, true), (Fixture.Guid, false)], fixture.ChildNoDraw);
Assert.Equal(
[fixture.Entity.Id, fixture.Entity.Id],
fixture.PartArrayEnterWorld);
Assert.Equal([0, 0], fixture.PartArrayShadowCounts);
Assert.Equal(
[
"effect:76", "children:True", "part-array", "target",
"effect:75", "children:False", "part-array",
],
fixture.PresentationOrder);
Assert.Equal(1, fixture.Shadows.TotalRegistered);
Assert.True(fixture.Entity.IsDrawVisible);
Assert.Same(
fixture.Entity,
Assert.Single(fixture.Runtime.VisibleRecords).WorldEntity);
}
[Fact]
public void SpellRecall_HiddenAndUnHide_RetireMagicTimelineThroughController()
{
const uint humanSetup = 0x02000001u;
const uint humanMotionTable = 0x09000001u;
const uint magic = 0x80000049u;
const uint ready = 0x41000003u;
const uint magicPortal = 0x40000038u;
string datDir = @"C:\Turbine\Asheron's Call";
if (!File.Exists(Path.Combine(datDir, "client_portal.dat")))
throw SkipException.ForSkip("Installed retail DATs are required.");
using var dats = new DatCollection(datDir, DatAccessType.Read);
Setup setup = Assert.IsType<Setup>(dats.Get<Setup>(humanSetup));
MotionTable table = Assert.IsType<MotionTable>(dats.Get<MotionTable>(humanMotionTable));
var sequencer = new AnimationSequencer(
setup,
table,
new RetailAnimationLoader(dats));
var fixture = new Fixture(
PhysicsStateFlags.ReportCollisions,
_ => sequencer.Manager.HandleEnterWorld());
Assert.True(fixture.Controller.OnLiveEntityReady(Fixture.Guid));
sequencer.SetCycle(magic, ready);
sequencer.PlayAction(magicPortal);
Assert.False(sequencer.CurrentNodeDiag.IsLooping);
Assert.True(fixture.Runtime.TryApplyState(
new SetState.Parsed(
Fixture.Guid,
(uint)(PhysicsStateFlags.Hidden | PhysicsStateFlags.ReportCollisions),
1,
2),
out _,
out _));
Assert.True(fixture.Controller.OnStateAccepted(Fixture.Guid));
Assert.True(sequencer.CurrentNodeDiag.IsLooping);
Assert.Empty(sequencer.Manager.PendingAnimations);
// A motion accepted while the mesh is hidden is retired again at
// retail's matching UnHide PartArray boundary before cell visibility
// returns.
var unhideSequencer = new AnimationSequencer(
setup,
table,
new RetailAnimationLoader(dats));
var unhideFixture = new Fixture(
PhysicsStateFlags.Hidden | PhysicsStateFlags.ReportCollisions,
_ => unhideSequencer.Manager.HandleEnterWorld());
Assert.True(unhideFixture.Controller.OnLiveEntityReady(Fixture.Guid));
unhideSequencer.SetCycle(magic, ready);
unhideSequencer.PlayAction(magicPortal);
Assert.False(unhideSequencer.CurrentNodeDiag.IsLooping);
Assert.True(unhideFixture.Runtime.TryApplyState(
new SetState.Parsed(Fixture.Guid, 0u, 1, 3),
out _,
out _));
Assert.True(unhideFixture.Controller.OnStateAccepted(Fixture.Guid));
Assert.True(unhideSequencer.CurrentNodeDiag.IsLooping);
Assert.Empty(unhideSequencer.Manager.PendingAnimations);
Assert.Equal([0], fixture.PartArrayShadowCounts);
Assert.Equal([0, 0], unhideFixture.PartArrayShadowCounts);
Assert.Equal(1, unhideFixture.Shadows.TotalRegistered);
}
[Fact]
public void IdenticalOrStaleState_DoesNotReplayHiddenEffect()
{
Fixture fixture = new(PhysicsStateFlags.ReportCollisions);
fixture.Controller.OnLiveEntityReady(Fixture.Guid);
var hidden = new SetState.Parsed(
Fixture.Guid,
(uint)(PhysicsStateFlags.Hidden | PhysicsStateFlags.ReportCollisions),
1,
2);
Assert.True(fixture.Runtime.TryApplyState(hidden, out _, out _));
fixture.Controller.OnStateAccepted(Fixture.Guid);
Assert.False(fixture.Runtime.TryApplyState(hidden, out _, out _));
fixture.Controller.OnStateAccepted(Fixture.Guid);
Assert.Single(fixture.TypedPlays);
Assert.Equal(LiveEntityPresentationController.HiddenScriptType,
fixture.TypedPlays[0].Type);
Assert.Equal([fixture.Entity.Id], fixture.PartArrayEnterWorld);
}
[Fact]
public void StateAcceptedDuringHiddenEffect_DrainsAfterCompleteHiddenTail()
{
Fixture fixture = new(PhysicsStateFlags.ReportCollisions);
Assert.True(fixture.Controller.OnLiveEntityReady(Fixture.Guid));
bool nestedAccepted = false;
fixture.OnTypedPlay = type =>
{
if (type != LiveEntityPresentationController.HiddenScriptType
|| nestedAccepted)
{
return;
}
nestedAccepted = true;
Assert.True(fixture.Runtime.TryApplyState(
new SetState.Parsed(
Fixture.Guid,
(uint)PhysicsStateFlags.ReportCollisions,
1,
3),
out _));
Assert.True(fixture.Controller.OnStateAccepted(Fixture.Guid));
};
Assert.True(fixture.Runtime.TryApplyState(
new SetState.Parsed(
Fixture.Guid,
(uint)(PhysicsStateFlags.Hidden
| PhysicsStateFlags.ReportCollisions),
1,
2),
out _));
Assert.True(fixture.Controller.OnStateAccepted(Fixture.Guid));
Assert.True(nestedAccepted);
Assert.Equal(
[
"effect:76", "children:True", "part-array", "target",
"effect:75", "children:False", "part-array",
],
fixture.PresentationOrder);
Assert.True(fixture.Entity.IsDrawVisible);
Assert.Equal(1, fixture.Shadows.TotalRegistered);
}
[Fact]
public void DeleteAndGuidReuseDuringHiddenEffect_StopsOldTransitionTail()
{
Fixture fixture = new(PhysicsStateFlags.ReportCollisions);
Assert.True(fixture.Controller.OnLiveEntityReady(Fixture.Guid));
Assert.True(fixture.Runtime.TryGetRecord(
Fixture.Guid,
out LiveEntityRecord oldRecord));
WorldEntity? replacement = null;
fixture.OnTypedPlay = type =>
{
if (type != LiveEntityPresentationController.HiddenScriptType
|| replacement is not null)
{
return;
}
fixture.Controller.Forget(oldRecord);
fixture.Shadows.Deregister(fixture.Entity.Id);
Assert.True(fixture.Runtime.UnregisterLiveEntity(
new DeleteObject.Parsed(Fixture.Guid, 1),
isLocalPlayer: false));
fixture.Runtime.RegisterLiveEntity(Fixture.Spawn(
PhysicsStateFlags.ReportCollisions,
instanceSequence: 2));
replacement = fixture.Runtime.MaterializeLiveEntity(
Fixture.Guid,
0x01010001u,
id => new WorldEntity
{
Id = id,
ServerGuid = Fixture.Guid,
SourceGfxObjOrSetupId = 0x02000001u,
Position = new Vector3(20f, 20f, 5f),
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
});
Assert.NotNull(replacement);
Assert.True(fixture.Controller.OnLiveEntityReady(Fixture.Guid));
};
Assert.True(fixture.Runtime.TryApplyState(
new SetState.Parsed(
Fixture.Guid,
(uint)(PhysicsStateFlags.Hidden
| PhysicsStateFlags.ReportCollisions),
1,
2),
out _));
Assert.False(fixture.Controller.OnStateAccepted(Fixture.Guid));
Assert.NotNull(replacement);
Assert.Equal(["effect:76"], fixture.PresentationOrder);
Assert.Empty(fixture.ChildNoDraw);
Assert.Empty(fixture.PartArrayEnterWorld);
Assert.Empty(fixture.InvalidTargets);
Assert.True(fixture.Runtime.TryGetRecord(Fixture.Guid, out var current));
Assert.Same(replacement, current.WorldEntity);
Assert.NotSame(oldRecord, current);
}
[Fact]
public void UnHideWhileLandblockPending_RestoresShadowWhenProjectionReturns()
{
Fixture fixture = new(PhysicsStateFlags.ReportCollisions);
fixture.Controller.OnLiveEntityReady(Fixture.Guid);
Assert.True(fixture.Runtime.TryApplyState(
new SetState.Parsed(
Fixture.Guid,
(uint)(PhysicsStateFlags.Hidden | PhysicsStateFlags.ReportCollisions),
1,
2),
out _,
out _));
fixture.Controller.OnStateAccepted(Fixture.Guid);
Assert.Equal(0, fixture.Shadows.TotalRegistered);
Assert.True(fixture.Runtime.RebucketLiveEntity(Fixture.Guid, 0x02020001u));
Assert.False(fixture.Runtime.TryGetInteractionEligibleEntity(
Fixture.Guid,
out _));
Assert.True(fixture.Runtime.TryApplyState(
new SetState.Parsed(Fixture.Guid, 0u, 1, 3),
out _,
out _));
fixture.Controller.OnStateAccepted(Fixture.Guid);
Assert.Equal(0, fixture.Shadows.TotalRegistered);
fixture.Spatial.AddLandblock(new LoadedLandblock(
0x0202FFFFu,
new LandBlock(),
Array.Empty<WorldEntity>()));
Assert.True(fixture.Runtime.TryGetInteractionEligibleEntity(
Fixture.Guid,
out _));
Assert.Equal(1, fixture.Shadows.TotalRegistered);
}
[Fact]
public void VisibleOrdinaryProjectionPending_SuspendsAndHydrationRestoresShadow()
{
Fixture fixture = new(PhysicsStateFlags.ReportCollisions);
Assert.True(fixture.Controller.OnLiveEntityReady(Fixture.Guid));
Assert.Equal(1, fixture.Shadows.TotalRegistered);
Assert.True(fixture.Runtime.RebucketLiveEntity(
Fixture.Guid,
0x02020001u));
Assert.False(fixture.Runtime.TryGetInteractionEligibleEntity(
Fixture.Guid,
out _));
Assert.Equal(0, fixture.Shadows.TotalRegistered);
Assert.Equal(1, fixture.Shadows.RetainedRegistrationCount);
Assert.Equal(1, fixture.Shadows.SuspendedRegistrationCount);
Assert.True(fixture.Controller.HasDeferredShadowRestore(Fixture.Guid));
fixture.Spatial.AddLandblock(new LoadedLandblock(
0x0202FFFFu,
new LandBlock(),
Array.Empty<WorldEntity>()));
Assert.Same(
fixture.Entity,
Assert.Single(fixture.Runtime.VisibleRecords).WorldEntity);
Assert.Equal(1, fixture.Shadows.TotalRegistered);
Assert.Equal(0, fixture.Shadows.SuspendedRegistrationCount);
Assert.False(fixture.Controller.HasDeferredShadowRestore(Fixture.Guid));
}
[Fact]
public void PendingVisibilityCallback_GuidReuseCannotRestoreOldShadowOwner()
{
Fixture fixture = new(PhysicsStateFlags.ReportCollisions);
Assert.True(fixture.Controller.OnLiveEntityReady(Fixture.Guid));
Assert.True(fixture.Runtime.TryGetRecord(
Fixture.Guid,
out LiveEntityRecord oldRecord));
WorldEntity oldEntity = fixture.Entity;
WorldEntity? replacement = null;
fixture.Runtime.ProjectionVisibilityChanged += (record, visible) =>
{
if (visible
|| replacement is not null
|| !ReferenceEquals(record, oldRecord))
{
return;
}
fixture.Controller.Forget(oldRecord);
fixture.Shadows.Deregister(oldEntity.Id);
Assert.True(fixture.Runtime.UnregisterLiveEntity(
new DeleteObject.Parsed(Fixture.Guid, 1),
isLocalPlayer: false));
fixture.Runtime.RegisterLiveEntity(Fixture.Spawn(
PhysicsStateFlags.ReportCollisions,
instanceSequence: 2));
replacement = fixture.Runtime.MaterializeLiveEntity(
Fixture.Guid,
0x01010001u,
id => new WorldEntity
{
Id = id,
ServerGuid = Fixture.Guid,
SourceGfxObjOrSetupId = 0x02000001u,
Position = new Vector3(20f, 20f, 5f),
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
});
Assert.NotNull(replacement);
fixture.Shadows.Register(
replacement.Id,
0x01000001u,
replacement.Position,
replacement.Rotation,
1f,
0f,
0f,
0x01010000u,
state: (uint)PhysicsStateFlags.ReportCollisions,
seedCellId: 0x01010001u);
Assert.True(fixture.Controller.OnLiveEntityReady(Fixture.Guid));
};
Assert.False(fixture.Runtime.RebucketLiveEntity(
Fixture.Guid,
0x02020001u));
Assert.NotNull(replacement);
Assert.True(fixture.Runtime.TryGetRecord(Fixture.Guid, out var current));
Assert.NotSame(oldRecord, current);
Assert.Same(replacement, current.WorldEntity);
Assert.Equal(1, fixture.Shadows.TotalRegistered);
Assert.Equal(1, fixture.Shadows.RetainedRegistrationCount);
Assert.Equal(0, fixture.Shadows.SuspendedRegistrationCount);
Assert.Contains(
fixture.Shadows.AllEntriesForDebug(),
entry => entry.EntityId == replacement.Id);
Assert.DoesNotContain(
fixture.Shadows.AllEntriesForDebug(),
entry => entry.EntityId == oldEntity.Id);
Assert.False(fixture.Controller.HasDeferredShadowRestore(Fixture.Guid));
}
[Fact]
public void InitialPendingProjection_ReadyBarrierSuspendsAndHydrationRestoresShadow()
{
const uint pendingCell = 0x02020001u;
var spatial = new GpuWorldState();
var shadows = new ShadowObjectRegistry();
var runtime = LiveEntityRuntimeFixture.Create(
spatial,
new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
runtime.RegisterLiveEntity(Fixture.Spawn(
PhysicsStateFlags.ReportCollisions));
WorldEntity entity = Assert.IsType<WorldEntity>(
runtime.MaterializeLiveEntity(
Fixture.Guid,
pendingCell,
id => new WorldEntity
{
Id = id,
ServerGuid = Fixture.Guid,
SourceGfxObjOrSetupId = 0x02000001u,
Position = new Vector3(10f, 10f, 5f),
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
ParentCellId = pendingCell,
}));
shadows.Register(
entity.Id,
0x01000001u,
entity.Position,
entity.Rotation,
1f,
0f,
0f,
0x02020000u,
state: (uint)PhysicsStateFlags.ReportCollisions,
seedCellId: pendingCell);
using var controller = new LiveEntityPresentationController(
runtime,
shadows,
(_, _, _) => true,
new LiveEntityPartArrayEnterWorldPort(_ => { }),
liveCenter: () => (2, 2));
Assert.True(controller.OnLiveEntityReady(Fixture.Guid));
Assert.Equal(0, shadows.TotalRegistered);
Assert.Equal(1, shadows.RetainedRegistrationCount);
Assert.Equal(1, shadows.SuspendedRegistrationCount);
Assert.True(controller.HasDeferredShadowRestore(Fixture.Guid));
spatial.AddLandblock(new LoadedLandblock(
0x0202FFFFu,
new LandBlock(),
Array.Empty<WorldEntity>()));
Assert.Same(entity, Assert.Single(runtime.VisibleRecords).WorldEntity);
Assert.Equal(1, shadows.TotalRegistered);
Assert.Equal(0, shadows.SuspendedRegistrationCount);
Assert.False(controller.HasDeferredShadowRestore(Fixture.Guid));
}
[Fact]
public void InitialPendingHydrationCallback_GuidReuseCannotRestoreOldShadow()
{
const uint pendingCell = 0x02020001u;
var spatial = new GpuWorldState();
var shadows = new ShadowObjectRegistry();
var runtime = LiveEntityRuntimeFixture.Create(
spatial,
new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
runtime.RegisterLiveEntity(Fixture.Spawn(
PhysicsStateFlags.ReportCollisions));
WorldEntity oldEntity = Assert.IsType<WorldEntity>(
runtime.MaterializeLiveEntity(
Fixture.Guid,
pendingCell,
id => new WorldEntity
{
Id = id,
ServerGuid = Fixture.Guid,
SourceGfxObjOrSetupId = 0x02000001u,
Position = new Vector3(10f, 10f, 5f),
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
ParentCellId = pendingCell,
}));
Assert.True(runtime.TryGetRecord(Fixture.Guid, out LiveEntityRecord oldRecord));
shadows.Register(
oldEntity.Id,
0x01000001u,
oldEntity.Position,
oldEntity.Rotation,
1f,
0f,
0f,
0x02020000u,
state: (uint)PhysicsStateFlags.ReportCollisions,
seedCellId: pendingCell);
LiveEntityPresentationController? controller = null;
WorldEntity? replacement = null;
runtime.ProjectionVisibilityChanged += (record, visible) =>
{
if (!visible
|| replacement is not null
|| !ReferenceEquals(record, oldRecord))
{
return;
}
controller!.Forget(oldRecord);
shadows.Deregister(oldEntity.Id);
Assert.True(runtime.UnregisterLiveEntity(
new DeleteObject.Parsed(Fixture.Guid, 1),
isLocalPlayer: false));
runtime.RegisterLiveEntity(Fixture.Spawn(
PhysicsStateFlags.ReportCollisions,
instanceSequence: 2));
replacement = runtime.MaterializeLiveEntity(
Fixture.Guid,
pendingCell,
id => new WorldEntity
{
Id = id,
ServerGuid = Fixture.Guid,
SourceGfxObjOrSetupId = 0x02000001u,
Position = new Vector3(20f, 20f, 5f),
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
ParentCellId = pendingCell,
});
Assert.NotNull(replacement);
shadows.Register(
replacement.Id,
0x01000001u,
replacement.Position,
replacement.Rotation,
1f,
0f,
0f,
0x02020000u,
state: (uint)PhysicsStateFlags.ReportCollisions,
seedCellId: pendingCell);
Assert.True(controller.OnLiveEntityReady(Fixture.Guid));
};
controller = new LiveEntityPresentationController(
runtime,
shadows,
(_, _, _) => true,
new LiveEntityPartArrayEnterWorldPort(_ => { }),
liveCenter: () => (2, 2));
Assert.True(controller.OnLiveEntityReady(Fixture.Guid));
Assert.Equal(1, shadows.SuspendedRegistrationCount);
spatial.AddLandblock(new LoadedLandblock(
0x0202FFFFu,
new LandBlock(),
Array.Empty<WorldEntity>()));
Assert.NotNull(replacement);
Assert.True(runtime.TryGetRecord(Fixture.Guid, out var current));
Assert.NotSame(oldRecord, current);
Assert.Same(replacement, current.WorldEntity);
Assert.Equal(1, shadows.TotalRegistered);
Assert.Equal(1, shadows.RetainedRegistrationCount);
Assert.Equal(0, shadows.SuspendedRegistrationCount);
Assert.Contains(
shadows.AllEntriesForDebug(),
entry => entry.EntityId == replacement.Id);
Assert.DoesNotContain(
shadows.AllEntriesForDebug(),
entry => entry.EntityId == oldEntity.Id);
Assert.False(controller.HasDeferredShadowRestore(Fixture.Guid));
controller.Dispose();
}
[Fact]
public void ActivePlacement_IsGenerationScopedAndClearsOnTeardownAndReset()
{
Fixture fixture = new(PhysicsStateFlags.ReportCollisions);
Assert.True(fixture.Controller.OnLiveEntityReady(Fixture.Guid));
Assert.True(fixture.Controller.BeginAuthoritativePlacement(Fixture.Guid, 1));
Assert.True(fixture.Controller.HasActivePlacement(Fixture.Guid));
Assert.True(fixture.Runtime.TryGetRecord(Fixture.Guid, out LiveEntityRecord oldRecord));
fixture.Controller.Forget(oldRecord);
Assert.True(fixture.Runtime.UnregisterLiveEntity(
new DeleteObject.Parsed(Fixture.Guid, 1),
isLocalPlayer: false));
Assert.False(fixture.Controller.HasActivePlacement(Fixture.Guid));
fixture.Runtime.RegisterLiveEntity(Fixture.Spawn(
PhysicsStateFlags.ReportCollisions,
instanceSequence: 2));
fixture.Runtime.MaterializeLiveEntity(
Fixture.Guid,
0x01010001u,
id => new WorldEntity
{
Id = id,
ServerGuid = Fixture.Guid,
SourceGfxObjOrSetupId = 0x02000001u,
Position = new Vector3(10f, 10f, 5f),
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
});
Assert.True(fixture.Controller.OnLiveEntityReady(Fixture.Guid));
Assert.False(fixture.Controller.CompleteAuthoritativePlacement(
Fixture.Guid,
generation: 1,
deferShadowRestore: true));
Assert.False(fixture.Controller.HasDeferredShadowRestore(Fixture.Guid));
Assert.True(fixture.Controller.BeginAuthoritativePlacement(Fixture.Guid, 2));
Assert.True(fixture.Controller.HasActivePlacement(Fixture.Guid));
fixture.Controller.Clear();
Assert.False(fixture.Controller.HasActivePlacement(Fixture.Guid));
Assert.False(fixture.Controller.HasDeferredShadowRestore(Fixture.Guid));
}
private sealed class Fixture
{
public const uint Guid = 0x70000051u;
public List<(uint Owner, uint Type, float Intensity)> TypedPlays { get; } = [];
public List<(uint Parent, bool NoDraw)> ChildNoDraw { get; } = [];
public List<uint> InvalidTargets { get; } = [];
public List<uint> PartArrayEnterWorld { get; } = [];
public List<int> PartArrayShadowCounts { get; } = [];
public List<string> PresentationOrder { get; } = [];
public GpuWorldState Spatial { get; }
public LiveEntityRuntime Runtime { get; }
public ShadowObjectRegistry Shadows { get; } = new();
public WorldEntity Entity { get; }
public LiveEntityPresentationController Controller { get; }
public Action<uint>? OnTypedPlay { get; set; }
public Fixture(
PhysicsStateFlags initialState,
Action<uint>? onPartArrayEnterWorld = null)
{
Spatial = new GpuWorldState();
Spatial.AddLandblock(new LoadedLandblock(
0x0101FFFFu,
new LandBlock(),
Array.Empty<WorldEntity>()));
Runtime = LiveEntityRuntimeFixture.Create(
Spatial,
new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
WorldSession.EntitySpawn spawn = Spawn(initialState);
Runtime.RegisterLiveEntity(spawn);
Entity = Runtime.MaterializeLiveEntity(
Guid,
0x01010001u,
id => new WorldEntity
{
Id = id,
ServerGuid = Guid,
SourceGfxObjOrSetupId = 0x02000001u,
Position = new Vector3(10f, 10f, 5f),
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
})!;
Shadows.Register(
Entity.Id,
0x01000001u,
Entity.Position,
Entity.Rotation,
1f,
0f,
0f,
0x01010000u,
state: (uint)initialState,
seedCellId: 0x01010001u);
Controller = new LiveEntityPresentationController(
Runtime,
Shadows,
(owner, type, intensity) =>
{
TypedPlays.Add((owner, type, intensity));
PresentationOrder.Add($"effect:{type:X2}");
OnTypedPlay?.Invoke(type);
return true;
},
new LiveEntityPartArrayEnterWorldPort(localEntityId =>
{
PartArrayEnterWorld.Add(localEntityId);
PartArrayShadowCounts.Add(Shadows.TotalRegistered);
PresentationOrder.Add("part-array");
onPartArrayEnterWorld?.Invoke(localEntityId);
}),
(parent, noDraw) =>
{
ChildNoDraw.Add((parent, noDraw));
PresentationOrder.Add($"children:{noDraw}");
},
guid =>
{
InvalidTargets.Add(guid);
PresentationOrder.Add("target");
},
() => (1, 1),
onShadowRestored: null);
}
internal static WorldSession.EntitySpawn Spawn(
PhysicsStateFlags state,
ushort instanceSequence = 1)
{
var position = new CreateObject.ServerPosition(
0x01010001u, 10f, 10f, 5f, 1f, 0f, 0f, 0f);
// C3c: residence admission requires the nested block's Instance
// timestamp to agree with the flattened InstanceSequence.
var timestamps = new PhysicsTimestamps(
1, 1, 1, 1, 0, 1, 0, 1, instanceSequence);
var physics = new PhysicsSpawnData(
RawState: (uint)state,
Position: position,
Movement: null,
AnimationFrame: null,
SetupTableId: 0x02000001u,
MotionTableId: 0x09000001u,
SoundTableId: null,
PhysicsScriptTableId: null,
Parent: null,
Children: null,
Scale: null,
Friction: null,
Elasticity: null,
Translucency: null,
Velocity: null,
Acceleration: null,
AngularVelocity: null,
DefaultScriptType: null,
DefaultScriptIntensity: null,
Timestamps: timestamps);
return new WorldSession.EntitySpawn(
Guid,
position,
0x02000001u,
Array.Empty<CreateObject.AnimPartChange>(),
Array.Empty<CreateObject.TextureChange>(),
Array.Empty<CreateObject.SubPaletteSwap>(),
null,
null,
"fixture",
null,
null,
MotionTableId: 0x09000001u,
PhysicsState: (uint)state,
InstanceSequence: instanceSequence,
MovementSequence: 1,
ServerControlSequence: 1,
PositionSequence: 1,
Physics: physics);
}
}
}