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>
121 lines
5 KiB
C#
121 lines
5 KiB
C#
using System.Collections.Immutable;
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using System.Numerics;
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using AcDream.Core.Physics;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// Enter-world overlap conformance for retail
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/// <c>CTransition::find_placement_pos</c> (0x0050BA50).
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///
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/// <para>
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/// C5a (2026-08-05) re-point: the legacy <c>PhysicsEngine.ResolvePlacement</c>
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/// this test originally drove is deleted (zero production callers). Canonical
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/// <c>PhysicsEngine.SetPosition</c> reaches the SAME ring-search machinery —
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/// <c>SetPositionInternal</c> sets <c>InsertType.Placement</c> before calling
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/// <c>Transition.FindValidPosition</c>, which (for any non-<c>Transition</c>
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/// insert type) dispatches to <c>FindPlacementPosition</c>
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/// (<c>TransitionTypes.cs</c>), and THAT method calls this exact
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/// <c>FindPlacementPos</c> ring search after its initial-placement insert —
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/// so this is not a new code path, only a new entry point onto the one the
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/// legacy method used directly. Sphere shape is reconstructed as the
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/// two-sphere capsule the legacy scalar <c>(radius, height)</c> overload
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/// built internally (origin (0,0,radius) + (0,0,height-radius), both
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/// radius-sized), since canonical <c>SetPosition</c> takes a pre-built
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/// sphere list rather than a radius/height pair.
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/// </para>
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/// </summary>
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public sealed class InitialPlacementOverlapTests
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{
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private const uint Landblock = 0xA9B40000u;
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private const uint Cell = Landblock | 0x0001u;
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private const uint PlayerId = 0x50000001u;
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private const uint MonsterId = 0x50000002u;
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private const float Radius = 0.48f;
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private const float SphereHeight = 1.835f;
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[Fact]
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public void PlayerReloggingInsideMonster_SearchesOutToNearestClearRing()
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{
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var engine = new PhysicsEngine { DataCache = new PhysicsDataCache() };
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engine.AddLandblock(
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Landblock,
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new TerrainSurface(new byte[81], new float[256]),
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Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(),
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0f,
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0f);
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var savedFeet = new Vector3(10f, 10f, 0f);
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var playerCenter = savedFeet + new Vector3(0f, 0f, Radius);
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var monsterCenter = playerCenter + new Vector3(0.10f, 0f, 0f);
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// Retail registers every placed CPhysicsObj, including the local
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// player. The mover's OBJECTINFO::object self pointer excludes only
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// its own shadow while the monster remains an obstruction.
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RegisterSphere(engine, PlayerId, playerCenter,
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EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsCreature);
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RegisterSphere(engine, MonsterId, monsterCenter,
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EntityCollisionFlags.IsCreature);
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// The mover's own two-sphere capsule, matching the legacy scalar
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// InitPath(sphereRadius: 0.48, sphereHeight: 1.835) reconstruction:
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// a foot sphere at (0,0,radius) and a head sphere at
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// (0,0,height-radius), both radius-sized.
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ImmutableArray<FlatCollisionSphere> spheres = ImmutableArray.Create(
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new FlatCollisionSphere(new Vector3(0f, 0f, Radius), Radius),
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new FlatCollisionSphere(new Vector3(0f, 0f, SphereHeight - Radius), Radius));
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PhysicsSetPositionResult result = engine.SetPosition(
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new PhysicsSetPositionRequest(
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Position: savedFeet,
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Orientation: Quaternion.Identity,
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CellId: Cell,
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CellLocalPosition: savedFeet,
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Spheres: spheres,
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Scale: 1f,
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StepUpHeight: 0.4f,
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StepDownHeight: 0.4f,
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MoverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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MovingEntityId: PlayerId,
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Flags: PhysicsSetPositionFlags.Placement
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| PhysicsSetPositionFlags.Slide));
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Assert.True(result.IsCommitted);
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Assert.True(result.InContact);
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Assert.True(result.OnWalkable);
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Assert.Equal(Cell, result.ContactPlaneCellId);
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Assert.NotEqual(savedFeet, result.Position);
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float centerDistance = Vector3.Distance(
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result.Position + new Vector3(0f, 0f, Radius),
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monsterCenter);
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Assert.True(centerDistance >= Radius * 2f - PhysicsGlobals.EPSILON,
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$"placement must clear the monster; centers remain {centerDistance:F3} m apart");
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Assert.True(Vector3.Distance(savedFeet, result.Position) <= 4f,
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"retail placement search is bounded to four metres");
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}
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private static void RegisterSphere(
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PhysicsEngine engine,
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uint id,
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Vector3 center,
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EntityCollisionFlags flags)
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{
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engine.ShadowObjects.Register(
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id,
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gfxObjId: 0u,
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worldPos: center,
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rotation: Quaternion.Identity,
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radius: Radius,
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worldOffsetX: 0f,
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worldOffsetY: 0f,
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landblockId: Landblock,
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collisionType: ShadowCollisionType.Sphere,
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cylHeight: 0f,
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scale: 1f,
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state: 0u,
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flags: flags,
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seedCellId: Cell,
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isStatic: false);
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}
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}
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