acdream/tests/AcDream.App.Tests/Input/LocalPlayerImmediatePositionTests.cs
Erik aa90c64666 refactor(world): extract live entity network updates
Move Position, Vector, State, Movement, and equal-generation CreateObject routing out of GameWindow while preserving per-channel authority, ForcePosition acknowledgement, and motion-runtime ownership. Add adversarial authority and exact-wire coverage so reentrant updates and GUID reuse cannot publish stale state.
2026-07-21 19:11:49 +02:00

114 lines
4.5 KiB
C#

using System.Buffers.Binary;
using System.Net;
using System.Numerics;
using AcDream.App.Input;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
namespace AcDream.App.Tests.Input;
public sealed class LocalPlayerImmediatePositionTests
{
[Fact]
public void ForcePositionAcknowledgement_SendsOneExactAutonomousPositionAndStampsIt()
{
using var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000));
session.PublishAcceptedLocalPhysicsTimestamps(
instance: 11,
serverControlledMove: 12,
teleport: 13,
forcePosition: 14);
var sent = new List<byte[]>();
session.GameActionCapture = sent.Add;
PlayerMovementController player = GroundedPlayer();
Position preTurnCanonical = player.CellPosition;
Quaternion rotation = Quaternion.Normalize(
Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 0.7f));
player.SetBodyOrientation(rotation);
Assert.NotEqual(rotation, preTurnCanonical.Frame.Orientation);
Assert.True(player.TryGetOutboundPosition(out Position outboundPosition));
var outbound = new LocalPlayerOutboundController((_, _, _, _, _, _) => { });
outbound.SendImmediatePosition(session, player);
byte[] body = Assert.Single(sent);
Assert.Equal(56, body.Length);
Assert.Equal(AutonomousPosition.GameActionOpcode, U32(body, 0));
Assert.Equal(1u, U32(body, 4));
Assert.Equal(AutonomousPosition.AutonomousPositionAction, U32(body, 8));
Assert.Equal(outboundPosition.ObjCellId, U32(body, 12));
Assert.Equal(outboundPosition.Frame.Origin.X, F32(body, 16));
Assert.Equal(outboundPosition.Frame.Origin.Y, F32(body, 20));
Assert.Equal(outboundPosition.Frame.Origin.Z, F32(body, 24));
Assert.Equal(rotation.W, F32(body, 28), precision: 6);
Assert.Equal(rotation.X, F32(body, 32), precision: 6);
Assert.Equal(rotation.Y, F32(body, 36), precision: 6);
Assert.Equal(rotation.Z, F32(body, 40), precision: 6);
Assert.Equal((ushort)11, U16(body, 44));
Assert.Equal((ushort)12, U16(body, 46));
Assert.Equal((ushort)13, U16(body, 48));
Assert.Equal((ushort)14, U16(body, 50));
Assert.Equal((byte)1, body[52]);
Assert.True(player.TryGetOutboundPosition(out Position currentOutbound));
Assert.False(player.ShouldSendPositionEvent(
currentOutbound,
player.ContactPlane,
player.SimTimeSeconds));
}
[Fact]
public void ImmediateAcknowledgement_RequiresSessionPlayerAndGroundContact()
{
using var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000));
var sent = new List<byte[]>();
session.GameActionCapture = sent.Add;
var outbound = new LocalPlayerOutboundController((_, _, _, _, _, _) => { });
PlayerMovementController grounded = GroundedPlayer();
outbound.SendImmediatePosition(null, grounded);
outbound.SendImmediatePosition(session, null);
outbound.SendImmediatePosition(
session,
new PlayerMovementController(new PhysicsEngine()));
Assert.Empty(sent);
}
private static PlayerMovementController GroundedPlayer()
{
var engine = new PhysicsEngine();
var heights = new byte[81];
Array.Fill(heights, (byte)50);
var heightTable = new float[256];
for (int i = 0; i < heightTable.Length; i++)
heightTable[i] = i;
engine.AddLandblock(
0xA9B4FFFFu,
new TerrainSurface(heights, heightTable),
Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(),
worldOffsetX: 0f,
worldOffsetY: 0f);
var player = new PlayerMovementController(engine);
player.SetPosition(
new Vector3(96f, 97f, 50f),
0xA9B40001u,
new Vector3(96f, 97f, 50f));
Assert.True(player.CanSendPositionEvent);
return player;
}
private static uint U32(byte[] body, int offset) =>
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(offset, 4));
private static ushort U16(byte[] body, int offset) =>
BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(offset, 2));
private static float F32(byte[] body, int offset) =>
BitConverter.Int32BitsToSingle(
BinaryPrimitives.ReadInt32LittleEndian(body.AsSpan(offset, 4)));
}