acdream/tests/AcDream.Content.Tests/InstalledSetupBspPrimitiveDispatchTests.cs
Erik 4abd1b5eb7 fix(physics): AP-152 — dispatch collision shapes BSP-first, at emission and at the cell flood
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>
2026-08-06 14:51:36 +02:00

159 lines
6.3 KiB
C#

using AcDream.Core.Physics;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Options;
namespace AcDream.Content.Tests;
/// <summary>
/// AP-152 population + behaviour proof over the installed client_portal.dat.
///
/// <para>
/// Retail dispatches a Setup's collision geometry EXCLUSIVELY, BSP first, at
/// both consumers: <c>CPhysicsObj::FindObjCollisions</c> @0x0050f050 tests
/// <c>HAS_PHYSICS_BSP_PS</c> at <c>0x0050f165</c> and leaves the BSP branch
/// through the unconditional <c>0x0050f19d jmp 0x50f2b0</c>, past both the
/// CylSphere loop (0x50f1a2) and the Sphere loop (0x50f21d); and
/// <c>CPhysicsObj::calc_cross_cells</c> @0x00515230 tests the same flag at
/// <c>0x00515285</c> and routes to <c>CPhysicsObj::find_bbox_cell_list</c>
/// @0x00510fc0 at <c>0x0051528f jne 0x515305</c>, never reaching its
/// cylsphere (0x005152d1) or sorting-sphere (0x005152fb) branches.
/// </para>
///
/// <para>
/// This sweep pins the affected population and asserts that
/// <see cref="ShadowShapeBuilder.FromSetup"/> emits NO primitive for any of
/// it. Retail derives the dispatch flag from the parts themselves
/// (<c>CPartArray::CacheHasPhysicsBSP</c> @0x00518110 ORs 0x10000 on the first
/// part whose <c>gfxobj-&gt;physics_bsp</c> is non-null), which is exactly the
/// predicate used here.
/// </para>
/// </summary>
public sealed class InstalledSetupBspPrimitiveDispatchTests
{
// EXTERNAL constants. The four bucket controls are the ones already
// committed by the AP-22 reachability sweep (measured by an independent
// raw client_portal.dat B-tree parse that validated itself by byte
// accounting); the affected counts were measured on 2026-08-06 by a
// separate DatReaderWriter sweep that reproduced FromSetup's steps rather
// than calling it.
//
// They are deliberately NOT derived from the predicates below. A broken
// enumeration, a wrong dat path, or a silently-empty decode all satisfy
// the affected-count claim vacuously and are caught only by the controls.
private const int ExpectedSetups = 5935;
private const int ExpectedWithCylinder = 678;
private const int ExpectedSphereOnlyNoCylinder = 3605;
private const int ExpectedWithoutAnyPrimitive = 1652;
private const int ExpectedAffected = 172;
private const int ExpectedAffectedCylinderBearing = 73;
private const int ExpectedAffectedSphereBearing = 99;
private const int ExpectedWithPhysicsBspPart = 530;
[Fact]
public void InstalledSetups_WithBothAPrimitiveAndAPhysicsBspPart_EmitOnlyBspShapes()
{
string? datDir = ContentConformanceDats.ResolveDatDir();
if (datDir is null)
return;
using var dats = new DatCollection(datDir, DatAccessType.Read);
// Production physics-BSP predicate, FlatCollisionAssetBuilder.cs:377-380.
var physicsBspCache = new Dictionary<uint, bool>();
bool HasPhysicsBsp(uint gfxObjId)
{
if (physicsBspCache.TryGetValue(gfxObjId, out bool cached))
return cached;
bool result =
dats.Portal.TryGet<GfxObj>(gfxObjId, out GfxObj? gfx)
&& gfx is not null
&& gfx.Flags.HasFlag(GfxObjFlags.HasPhysics)
&& gfx.PhysicsBSP?.Root is not null
&& gfx.VertexArray is not null;
physicsBspCache[gfxObjId] = result;
return result;
}
int total = 0;
int withCylinder = 0;
int sphereOnly = 0;
int withoutPrimitive = 0;
int withPhysicsBspPart = 0;
int affected = 0;
int affectedCylinderBearing = 0;
int affectedSphereBearing = 0;
var affectedThatStillEmitAPrimitive = new List<uint>();
foreach (uint id in dats.GetAllIdsOfType<Setup>())
{
if (!dats.Portal.TryGet<Setup>(id, out Setup? setup) || setup is null)
continue;
total++;
bool hasCylinder = false;
foreach (var cyl in setup.CylSpheres)
{
if (cyl.Radius > 0f) { hasCylinder = true; break; }
}
bool hasSphere = false;
foreach (var sph in setup.Spheres)
{
if (sph.Radius > 0f) { hasSphere = true; break; }
}
// FromSetup step 2 is gated on CylSpheres.Count == 0, so a Setup
// with both only ever emitted Cylinders.
bool emitsSphere = setup.CylSpheres.Count == 0 && hasSphere;
if (hasCylinder) withCylinder++;
else if (emitsSphere) sphereOnly++;
else withoutPrimitive++;
bool hasBspPart = false;
foreach (uint partId in setup.Parts)
{
if (HasPhysicsBsp(partId)) { hasBspPart = true; break; }
}
if (hasBspPart) withPhysicsBspPart++;
if (!hasBspPart || !(hasCylinder || emitsSphere))
continue;
affected++;
if (hasCylinder) affectedCylinderBearing++;
else affectedSphereBearing++;
// The behaviour: for every affected Setup the production builder
// must emit BSP shapes only.
IReadOnlyList<ShadowShape> shapes =
ShadowShapeBuilder.FromSetup(setup, 1f, HasPhysicsBsp);
bool clean = shapes.Count > 0;
foreach (ShadowShape shape in shapes)
{
if (shape.CollisionType != ShadowCollisionType.BSP)
{
clean = false;
break;
}
}
if (!clean)
affectedThatStillEmitAPrimitive.Add(id);
}
// Positive controls first — without these the claim below is
// satisfiable by an empty enumeration.
Assert.Equal(ExpectedSetups, total);
Assert.Equal(ExpectedWithCylinder, withCylinder);
Assert.Equal(ExpectedSphereOnlyNoCylinder, sphereOnly);
Assert.Equal(ExpectedWithoutAnyPrimitive, withoutPrimitive);
Assert.Equal(ExpectedWithPhysicsBspPart, withPhysicsBspPart);
Assert.Equal(ExpectedAffected, affected);
Assert.Equal(ExpectedAffectedCylinderBearing, affectedCylinderBearing);
Assert.Equal(ExpectedAffectedSphereBearing, affectedSphereBearing);
Assert.Empty(affectedThatStillEmitAPrimitive);
}
}