The register row predicted "catching or stopping on a doorway sill". That
symptom could not have been occurring. `Transition.BspOnlyDispatch`
(TransitionTypes.cs:1348, landed 2026-05-25 as A6.P7) already skipped both
primitive branches (:3911, :3954) whenever the target's wire PhysicsState
carries HAS_PHYSICS_BSP_PS, and ACE sets that bit from CSetup.HasPhysicsBSP
for every affected Setup. The extra primitive was never tested for collision.
The live defect was CELL MEMBERSHIP. The same shape list feeds
`ShadowObjectRegistry.BuildFloodSpheres`, which had no such guard and
preferred Cylinders over everything whenever any Cylinder existed — retail's
SECOND priority applied ahead of its first. For the 73 CylSphere+BSP Setups
acdream therefore flooded shadow cells from the cylinder and never from the
slab: an object absent from cells it physically occupies, which is the
#98 / #168 symptom class, not the door-collision class the row named.
Retail, re-disassembled from the PDB-paired binary (v11.4186, CodeView GUID
9e847e2f-777c-4bd9-886c-22256bb87f32, check_exe_pdb.py MATCH) rather than
taken from Binary Ninja, which drops flag tests:
CPhysicsObj::FindObjCollisions @0x0050f050
0x0050f165 test dword [esi+0xa8], 0x10000
0x0050f16f je 0x50f1a2 ; clear -> primitive dispatch
0x0050f18d call 0x518180 ; CPartArray::FindObjCollisions
0x0050f19d jmp 0x50f2b0 ; UNCONDITIONAL, past BOTH primitive loops
; (CylSphere 0x50f1a2, Sphere 0x50f21d)
0x0050f1d6 jae 0x50f317 ; CylSphere loop exhausted -> RETURN
0x0050f22f je 0x50f31b ; zero Spheres -> RETURN seeded OK_TS
CPhysicsObj::calc_cross_cells @0x00515230
0x00515285 test dword [esi+0xa8], 0x10000
0x0051528f jne 0x515305 -> CPhysicsObj::find_bbox_cell_list @0x00510fc0
0x005152d1 call 0x52b9f0 ; cylsphere branch, below the jump
0x005152fb call 0x52b990 ; sorting-sphere branch, below the jump
Priority at both consumers: BSP -> CylSphere -> Sphere -> nothing. BSP wins.
Every address above was resolved back to its symbol by exact lookup in
named-retail/symbols.json.
Changes:
* `ShadowShapeBuilder.FromSetup` gains a step-0 dispatch gate. Steps 1 and 2
are skipped entirely when any part's EFFECTIVE GfxObj carries a physics
BSP. The gate and step 3 now share one `EffectivePartGfxObjId` helper, so
they cannot read different identities — a gate on `setup.Parts` would,
after an ObjDesc swap, suppress the primitives while step 3 emitted
nothing and `Build` returned null, deleting the entity's collision.
Emission order is unchanged. This also removes acdream's undeclared
reliance on the server sending the flag: the gate is derived from the
parts, exactly as CPartArray::CacheHasPhysicsBSP @0x00518110 derives it.
* `ShadowObjectRegistry.BuildFloodSpheres` now applies calc_cross_cells'
own order: BSP, else Cylinder, else everything. Given the gate above this
is a no-op for every shape list acdream produces (FromSetup is now
exclusive; both landblock-static publishers already emit homogeneous
lists), so the measured membership delta remains attributable to the
gate alone. It is kept for the same reason BspOnlyDispatch is kept: retail
genuinely dispatches here, and it guards a future additive producer.
`Transition.BspOnlyDispatch` is deliberately untouched.
Register: AP-152 RETIRED with its four false statements corrected — the risk
statement (the symptom was already inert); "small and centred at the part
origin" (max primitive is 6.714 m, and 0x0200086E's sphere origin is
(0.759, 0.165, 5.842)); the cottage door's "~14 cm base Sphere" (it is
0.100 m; 0.141 is Setup.Radius, which AP-22 proved is never collision
geometry); and naming one pinning test where two existed. AP-153/154/155
filed: retail's dispatch flag is cached once at InitPartArrayObject+0x7e
where acdream's gate is live; the query-time guard takes a client-derived
flag off the wire; and the static publishers emit Setup Spheres as
height-capped Cylinders while BuildFloodSpheres approximates retail's
bounding box with bounding spheres.
Tests. Both pinning tests corrected, neither deleted:
`FromSetup_DoorSetup_ProducesFourShapes` -> `..._EmitsBspPartsOnly`;
`FromSetup_DoorSetup_SphereAtExpectedLocalOffset` re-hosted on
`_ => false`, the DAT-real configuration for the 3,605 Sphere-only Setups.
`FromSetup_ScaleFactor_MultipliesAllRadiiAndOffsets` was the campaign's
eighth green test covering nothing — its assertions sat inside
`if (CollisionType == Cylinder)` on a fixture with zero CylSpheres, so only
`Scale == 2.0f` ever ran. Proved empirically: with the sphere radius scale
deleted, the old body passes and the corrected body fails. Three new facts:
the effective-identity gate, the App-layer CylSphere+BSP registration (no
App fixture combined the two before), and the flood-set dispatch. One new
installed-DAT sweep pins 172 affected Setups (73 CylSphere+BSP, 99
Sphere+BSP) behind external bucket controls, re-measured independently and
agreeing exactly with the filing commit's separate sweep.
All eight sabotages run and reported; every discriminating fact reddens in
the intended direction and only there. Clean Release build after deleting
every bin/obj: 0 errors. Complete suite 11,203 passed / 4 skipped / 0
failed, +5 on the 11,198 baseline at ec29a732 — exactly the five added
facts, no new skips.
Blast radius, corrected: the FromSetup half is graphical-only (its sole
production caller is LiveEntityCollisionBuilder in AcDream.App, which
AcDream.Headless cannot reference — Headless -> Runtime -> Core/Content).
The BuildFloodSpheres half lives in AcDream.Core and DOES execute in
Headless via LandblockPhysicsContentBuilder, but is behaviour-neutral there
because both of that builder's registrations pass homogeneous lists.
Headless suite green at 89/89.
NOT yet gated live: this changes shadow-cell membership for 22 Setups used
by 151 Door weenies and 38 stationary props. Needs a connected session.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
159 lines
6.3 KiB
C#
159 lines
6.3 KiB
C#
using AcDream.Core.Physics;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Options;
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namespace AcDream.Content.Tests;
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/// <summary>
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/// AP-152 population + behaviour proof over the installed client_portal.dat.
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///
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/// <para>
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/// Retail dispatches a Setup's collision geometry EXCLUSIVELY, BSP first, at
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/// both consumers: <c>CPhysicsObj::FindObjCollisions</c> @0x0050f050 tests
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/// <c>HAS_PHYSICS_BSP_PS</c> at <c>0x0050f165</c> and leaves the BSP branch
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/// through the unconditional <c>0x0050f19d jmp 0x50f2b0</c>, past both the
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/// CylSphere loop (0x50f1a2) and the Sphere loop (0x50f21d); and
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/// <c>CPhysicsObj::calc_cross_cells</c> @0x00515230 tests the same flag at
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/// <c>0x00515285</c> and routes to <c>CPhysicsObj::find_bbox_cell_list</c>
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/// @0x00510fc0 at <c>0x0051528f jne 0x515305</c>, never reaching its
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/// cylsphere (0x005152d1) or sorting-sphere (0x005152fb) branches.
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/// </para>
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///
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/// <para>
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/// This sweep pins the affected population and asserts that
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/// <see cref="ShadowShapeBuilder.FromSetup"/> emits NO primitive for any of
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/// it. Retail derives the dispatch flag from the parts themselves
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/// (<c>CPartArray::CacheHasPhysicsBSP</c> @0x00518110 ORs 0x10000 on the first
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/// part whose <c>gfxobj->physics_bsp</c> is non-null), which is exactly the
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/// predicate used here.
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/// </para>
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/// </summary>
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public sealed class InstalledSetupBspPrimitiveDispatchTests
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{
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// EXTERNAL constants. The four bucket controls are the ones already
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// committed by the AP-22 reachability sweep (measured by an independent
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// raw client_portal.dat B-tree parse that validated itself by byte
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// accounting); the affected counts were measured on 2026-08-06 by a
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// separate DatReaderWriter sweep that reproduced FromSetup's steps rather
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// than calling it.
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//
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// They are deliberately NOT derived from the predicates below. A broken
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// enumeration, a wrong dat path, or a silently-empty decode all satisfy
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// the affected-count claim vacuously and are caught only by the controls.
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private const int ExpectedSetups = 5935;
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private const int ExpectedWithCylinder = 678;
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private const int ExpectedSphereOnlyNoCylinder = 3605;
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private const int ExpectedWithoutAnyPrimitive = 1652;
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private const int ExpectedAffected = 172;
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private const int ExpectedAffectedCylinderBearing = 73;
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private const int ExpectedAffectedSphereBearing = 99;
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private const int ExpectedWithPhysicsBspPart = 530;
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[Fact]
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public void InstalledSetups_WithBothAPrimitiveAndAPhysicsBspPart_EmitOnlyBspShapes()
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{
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string? datDir = ContentConformanceDats.ResolveDatDir();
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if (datDir is null)
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return;
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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// Production physics-BSP predicate, FlatCollisionAssetBuilder.cs:377-380.
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var physicsBspCache = new Dictionary<uint, bool>();
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bool HasPhysicsBsp(uint gfxObjId)
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{
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if (physicsBspCache.TryGetValue(gfxObjId, out bool cached))
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return cached;
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bool result =
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dats.Portal.TryGet<GfxObj>(gfxObjId, out GfxObj? gfx)
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&& gfx is not null
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&& gfx.Flags.HasFlag(GfxObjFlags.HasPhysics)
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&& gfx.PhysicsBSP?.Root is not null
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&& gfx.VertexArray is not null;
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physicsBspCache[gfxObjId] = result;
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return result;
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}
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int total = 0;
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int withCylinder = 0;
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int sphereOnly = 0;
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int withoutPrimitive = 0;
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int withPhysicsBspPart = 0;
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int affected = 0;
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int affectedCylinderBearing = 0;
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int affectedSphereBearing = 0;
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var affectedThatStillEmitAPrimitive = new List<uint>();
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foreach (uint id in dats.GetAllIdsOfType<Setup>())
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{
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if (!dats.Portal.TryGet<Setup>(id, out Setup? setup) || setup is null)
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continue;
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total++;
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bool hasCylinder = false;
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foreach (var cyl in setup.CylSpheres)
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{
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if (cyl.Radius > 0f) { hasCylinder = true; break; }
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}
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bool hasSphere = false;
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foreach (var sph in setup.Spheres)
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{
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if (sph.Radius > 0f) { hasSphere = true; break; }
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}
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// FromSetup step 2 is gated on CylSpheres.Count == 0, so a Setup
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// with both only ever emitted Cylinders.
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bool emitsSphere = setup.CylSpheres.Count == 0 && hasSphere;
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if (hasCylinder) withCylinder++;
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else if (emitsSphere) sphereOnly++;
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else withoutPrimitive++;
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bool hasBspPart = false;
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foreach (uint partId in setup.Parts)
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{
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if (HasPhysicsBsp(partId)) { hasBspPart = true; break; }
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}
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if (hasBspPart) withPhysicsBspPart++;
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if (!hasBspPart || !(hasCylinder || emitsSphere))
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continue;
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affected++;
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if (hasCylinder) affectedCylinderBearing++;
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else affectedSphereBearing++;
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// The behaviour: for every affected Setup the production builder
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// must emit BSP shapes only.
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IReadOnlyList<ShadowShape> shapes =
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ShadowShapeBuilder.FromSetup(setup, 1f, HasPhysicsBsp);
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bool clean = shapes.Count > 0;
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foreach (ShadowShape shape in shapes)
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{
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if (shape.CollisionType != ShadowCollisionType.BSP)
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{
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clean = false;
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break;
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}
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}
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if (!clean)
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affectedThatStillEmitAPrimitive.Add(id);
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}
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// Positive controls first — without these the claim below is
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// satisfiable by an empty enumeration.
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Assert.Equal(ExpectedSetups, total);
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Assert.Equal(ExpectedWithCylinder, withCylinder);
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Assert.Equal(ExpectedSphereOnlyNoCylinder, sphereOnly);
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Assert.Equal(ExpectedWithoutAnyPrimitive, withoutPrimitive);
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Assert.Equal(ExpectedWithPhysicsBspPart, withPhysicsBspPart);
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Assert.Equal(ExpectedAffected, affected);
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Assert.Equal(ExpectedAffectedCylinderBearing, affectedCylinderBearing);
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Assert.Equal(ExpectedAffectedSphereBearing, affectedSphereBearing);
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Assert.Empty(affectedThatStillEmitAPrimitive);
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}
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}
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