The flap R1 exposed is a cell-membership ping-pong: the find_cell_list containing- cell pick (CellTransit.BuildCellSetAndPickContaining) iterated an UNORDERED HashSet and returned the first interior cell whose BSP contains the sphere center, with no preference for the current cell. Retail CObjCell::find_cell_list adds the current cell at index 0 (add_cell, pc:308766) and iterates current-first with interior-wins- break (pc:308791-308819) — you STAY in your current cell until the center genuinely leaves it. acdream's HashSet dropped that ordering; once the candidate set churns at a boundary the enumeration can surface a neighbour before the current cell → the ping-pong. Restore the explicit, deterministic current-cell-first test (retail's index-0 hysteresis). + a two-direction regression guard (current cell wins the straddle). Diagnosed from the existing [cell-transit] walk log (no new probing): room flips are the pick non-determinism; stairs flips additionally show the foot Z oscillating ~0.2m/tick (a separate stairs-physics residual, #98 family, to verify after this). The 2 DoorBugTrajectoryReplay failures are PRE-EXISTING (verified: they fail without this change too) — 2 of the handoff's '3 door-collision apparatus / A6.P5'. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
205 lines
9.2 KiB
C#
205 lines
9.2 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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public class CellTransitFindCellSetTests
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{
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// ──────────────────────────────────────────────────────────────────
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// Helpers — mirror CellTransitFindTransitCellsSphereTests.cs pattern
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// ──────────────────────────────────────────────────────────────────
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private static CellPhysics MakeCellWithPortalAtRightWall(
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Matrix4x4 worldTransform, uint otherCellId, ushort flags)
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{
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var portalPoly = new ResolvedPolygon
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{
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Vertices = new[]
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{
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new Vector3(2.5f, -2.5f, 0f),
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new Vector3(2.5f, 2.5f, 0f),
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new Vector3(2.5f, 2.5f, 5f),
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new Vector3(2.5f, -2.5f, 5f),
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},
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Plane = new Plane(new Vector3(1, 0, 0), -2.5f), // x = 2.5
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NumPoints = 4,
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SidesType = CullMode.None,
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};
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Matrix4x4.Invert(worldTransform, out var inv);
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return new CellPhysics
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{
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WorldTransform = worldTransform,
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InverseWorldTransform = inv,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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PortalPolygons = new Dictionary<ushort, ResolvedPolygon> { [10] = portalPoly },
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Portals = new[]
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{
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new PortalInfo(otherCellId: (ushort)otherCellId, polygonId: 10, flags: flags),
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},
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CellBSP = new CellBSPTree
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{
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Root = new CellBSPNode { Type = BSPNodeType.Leaf },
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}
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};
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}
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// ──────────────────────────────────────────────────────────────────
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// Tests
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// ──────────────────────────────────────────────────────────────────
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[Fact]
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public void Sphere_FullyInsidePrimaryCell_ReturnsOnlyPrimary()
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{
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var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, cellA);
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// Sphere far from any portal — local x=-1, reach to x=-0.5; portal at x=2.5.
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var sphereCenter = new Vector3(-1.0f, 0f, 2.5f);
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uint containing = CellTransit.FindCellSet(
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cache, sphereCenter, sphereRadius: 0.5f,
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currentCellId: 0xA9B40100u,
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out var cellSet);
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Assert.Equal(0xA9B40100u, containing);
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Assert.Single(cellSet);
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Assert.Contains(0xA9B40100u, cellSet);
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}
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[Fact]
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public void Sphere_StraddlingPortal_ReturnsBothCells()
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{
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var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
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var cellBT = Matrix4x4.CreateTranslation(new Vector3(5f, 0f, 0f));
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Matrix4x4.Invert(cellBT, out var cellBInv);
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var cellB = new CellPhysics
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{
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WorldTransform = cellBT,
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InverseWorldTransform = cellBInv,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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CellBSP = new CellBSPTree
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{
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Root = new CellBSPNode { Type = BSPNodeType.Leaf },
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}
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};
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, cellA);
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cache.RegisterCellStructForTest(0xA9B40101u, cellB);
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// Sphere center at local x=2.0, radius=0.5 → reaches x=2.5 = portal plane.
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var sphereCenter = new Vector3(2.0f, 0f, 2.5f);
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uint containing = CellTransit.FindCellSet(
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cache, sphereCenter, sphereRadius: 0.5f,
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currentCellId: 0xA9B40100u,
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out var cellSet);
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Assert.Contains(0xA9B40100u, cellSet);
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Assert.Contains(0xA9B40101u, cellSet);
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}
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[Fact]
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public void FindCellSet_OutdoorSeed_IncludesNeighbourLandcells()
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{
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var cache = new PhysicsDataCache();
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// A6.P4 (2026-05-24): sphere coords are LANDBLOCK-LOCAL (X/Y in
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// [0, 192]). Place the sphere center near the east boundary of
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// landcell grid(0,0) (i.e., near local X=24) so AddAllOutsideCells
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// adds the east neighbour grid(1,0).
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var sphereCenter = new Vector3(23.8f, 12f, 0f);
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uint containing = CellTransit.FindCellSet(
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cache, sphereCenter, sphereRadius: 0.5f,
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currentCellId: 0xA9B40001u, // outdoor cell, low byte < 0x100
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out var cellSet);
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Assert.Equal(0xA9B40001u, containing);
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Assert.True(cellSet.Count >= 2, $"Expected ≥2 cells in set (primary + east neighbour), got {cellSet.Count}");
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}
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[Fact]
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public void IndoorSeed_ExitPortalTouchedOnlyBySecondSphere_AddsOutdoorLandcell()
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{
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// A6.P4 (2026-05-24): landblock-local sphere coords. Cell sits at
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// the landblock origin (identity transform), so cell-local == world.
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// Sphere head at local (2, 12, 3.2) reaches the cell's exit portal
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// plane at local X=2.5 → AddAllOutsideCells fires.
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var exitCell = MakeCellWithPortalAtRightWall(
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Matrix4x4.Identity,
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otherCellId: 0xFFFF,
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flags: 0);
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, exitCell);
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var spheres = new[]
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{
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// Foot sphere is not near the exit portal plane at local x=2.5.
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new Sphere { Origin = new Vector3(0f, 12f, 2.5f), Radius = 0.5f },
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// Head sphere reaches the exit portal plane and should trigger
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// outdoor landcell expansion.
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new Sphere { Origin = new Vector3(2f, 12f, 3.2f), Radius = 0.5f },
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};
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uint containing = CellTransit.FindCellSet(
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cache, spheres, spheres.Length,
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currentCellId: 0xA9B40100u,
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out var cellSet);
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Assert.Equal(0xA9B40100u, containing);
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Assert.Contains(0xA9B40100u, cellSet);
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Assert.Contains(0xA9B40001u, cellSet);
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}
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// ──────────────────────────────────────────────────────────────────
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// Membership hysteresis — the R1-flap root cause.
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// Retail CObjCell::find_cell_list adds the CURRENT cell at index 0
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// (add_cell, pc:308766) and the pick loop iterates from index 0 with
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// interior-wins-break (pc:308791-308819) — so when two cells' BSPs both
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// contain the sphere center at a boundary, the CURRENT cell wins and the
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// membership does NOT flip. acdream's unordered-HashSet pick dropped that
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// ordering, producing the stair/room/doorway ping-pong (cell flips every
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// tick while straddling). This guards the current-cell-first behaviour.
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// ──────────────────────────────────────────────────────────────────
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[Theory]
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[InlineData(0xA9B40100u, 0xA9B40101u)]
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[InlineData(0xA9B40101u, 0xA9B40100u)]
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public void TwoOverlappingCells_CurrentCellWinsTheStraddle(uint currentCellId, uint otherCellId)
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{
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// Both cells use a Leaf BSP (contains any point) and are reciprocally portalled at the same
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// plane (local x=2.5), so the candidate set is {both} from EITHER seed and the sphere center
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// is inside BOTH cells' BSPs. The pick must return the CURRENT cell (hysteresis), not flip to
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// the neighbour. Testing both seed directions guarantees a deterministic failure on the
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// unordered pick (it returns the same enumeration-first cell regardless of which is current).
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ushort currentLow = (ushort)(currentCellId & 0xFFFF);
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ushort otherLow = (ushort)(otherCellId & 0xFFFF);
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var current = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherLow, flags: 0);
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var other = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, currentLow, flags: 0);
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(currentCellId, current);
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cache.RegisterCellStructForTest(otherCellId, other);
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// Center straddles the portal plane at local x=2.5 (both cells), inside both Leaf BSPs.
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var sphereCenter = new Vector3(2.0f, 0f, 2.5f);
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uint containing = CellTransit.FindCellSet(
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cache, sphereCenter, sphereRadius: 0.5f,
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currentCellId: currentCellId,
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out var cellSet);
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Assert.Contains(currentCellId, cellSet);
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Assert.Contains(otherCellId, cellSet);
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Assert.Equal(currentCellId, containing); // retail current-cell-first hysteresis
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}
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}
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