acdream/tests/AcDream.Runtime.Tests/Session/RuntimeAcceptedPositionDriveControllerTests.cs
Erik 9966b53174 feat(physics): C4 route 2 — ForcePosition through the canonical placement
A local-player ForcePosition had TWO independent writers for one accepted
packet: LocalForcePositionTransaction snapped the physics body
(PlayerMovementController.BlipPosition, a raw SnapToCell with no collision
resolve), while LiveEntityNetworkUpdateController's generic tail separately
wrote position/cell/rotation to the render WorldEntity from the raw wire and
rebucketed it. Two stores, one packet — the divergence class 670f307c fixed on
the remote path. The outbound AutonomousPosition ack also fired BEFORE any
canonical commit existed: we told ACE "got it, I'm here" before deciding where
"here" was, and the trailing isCurrent() could only suppress the continuation,
never recall the packet.

RuntimeAcceptedPositionDriveController is now the one Runtime-owned seam. Both
hosts call the identical TryExecuteAcceptedLocalPosition; App and headless
project the committed result through the existing placement projection sink
(LiveEntityRuntime.TryApplyRuntimePlacementPlace already performed the same
four writes, from committed state rather than a wire guess).

Retail: SmartBox::HandleReceivedPosition @0x00453FD0's FORCE_POSITION branch is
get_heading -> Frame::set_heading -> SmartBox::BlipPlayer @0x00453940 -> stamp
POSITION_TS -> SendPositionEvent @0x00454091 -> return @0x0045409D. BlipPlayer
is CPhysicsObj::SetPositionSimple @0x005162B0 with flags 0x1012
(Teleport|Slide|SendPositionEvent) — a real collision-resolving SetPosition,
not a snap. The pinned classifier already encoded this exactly.

Named behaviour changes:

* The ack is now an OUTPUT of the committed route, fired strictly after the
  canonical commit and exactly once per accepted force packet.
* The ForcePosition route no longer re-arms the constraint leash. The force
  branch returns at 0x0045409D, ahead of all three ConstrainTo sites
  (0x00454272, 0x0045418A, 0x004541EC); the old re-arm cited retail's "Player,
  normal" branch, which BlipPlayer is not on. The teleport, CommitPreparedPosition
  and first-entry callers legitimately still constrain and are untouched.
* A force correction that terminates WITHOUT committing still sends its
  position event and is not retried — retail's BlipPlayer discards
  SetPositionSimple's SetPositionError return and acks unconditionally.

A single _pending funnel owns the in-flight placement, deciding on the token's
PositionAuthorityVersion against the record's: equal -> clear; advanced with the
newest accepted event still a force -> re-issue, re-classified; advanced to an
ordinary Apply -> clear, since newer server truth owns that pose. This closes a
double-apply/double-ack and a silently-dropped correction that two earlier
iterations of this slice each introduced.

AD-62 records the residual: a ForcePosition our async collision publication
cannot carry to a committed placement is not re-applied. Retail has no park —
its world is fully resident and its placement synchronous — so the state is
unreachable there. AP-131 is NOT retired; its legacy Position caller is route 4.

Deleted: LocalForcePositionTransaction, PlayerMovementController.BlipPosition,
HeadlessSessionWorldProjection.BlipLocalPlayer.

Gates: complete Release solution 10,858 passed / 4 skipped / 0 failed (baseline
10,844/4/0). Two independent Opus reviews (retail-conformance and
architecture/adversarial) PASS on the final diff after three FAIL rounds; every
intermediate state was fully green, so the suite caught none of the four real
defects. Connected acceptance is NOT run: nothing a user can do makes ACE emit
a ForcePosition without retail's @pklite, which acdream does not implement — see
docs/research/2026-08-03-c4-route-2-visual-gate.md.

Known gap, recorded not claimed: the plan's acceptance item 2 is unmet. The App
double-write check is a source pin, and "the committed projection moves the
render entity" is uncovered at any layer (#292). Filed alongside: #286-#291,
#293-#296.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 18:46:36 +02:00

1453 lines
61 KiB
C#

using System.Net;
using System.Numerics;
using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Core.Spells;
using AcDream.Runtime.Entities;
using AcDream.Runtime.Gameplay;
using AcDream.Runtime.Physics;
using AcDream.Runtime.Session;
using AcDream.Runtime.World;
namespace AcDream.Runtime.Tests.Session;
/// <summary>
/// C4 route 2 (2026-08-03): the Runtime-owned accepted-Position execution
/// seam for a ForcePosition on an already-live local player. Fixture
/// construction mirrors <c>RuntimeLiveEntitySessionControllerTests</c>'
/// session/first-entry harness — a live <see cref="PlayerMovementController"/>
/// only exists once the local player's initial-Create residence has fully
/// drained through <see cref="RuntimeFirstEntryDriveController"/>.
/// </summary>
public sealed class RuntimeAcceptedPositionDriveControllerTests
{
private const uint PlayerGuid = 0x50000001u;
private const uint SpawnLandblock = 0x01010000u;
private const float SpawnHeight = 5f;
[Fact]
public void NotApplicable_WhenDispositionIsNotForcePosition()
{
using StartedRuntime started = StartRuntime();
(RuntimeEntityRecord record, PlayerMovementController controller) =
EnterLocalPlayer(started.Runtime);
RuntimeAcceptedPositionDriveController drive =
CreateAcceptedPositionDrive(started.Runtime, out List<byte[]> gameActions);
RuntimeAcceptedPositionExecutionStatus status =
drive.TryExecuteAcceptedLocalPosition(
record,
ForceUpdate(new Vector3(30f, 30f, 5f)),
PositionTimestampDisposition.Apply,
Timestamps(teleport: 0),
previousTeleportSequence: 0);
Assert.Equal(RuntimeAcceptedPositionExecutionStatus.NotApplicable, status);
Assert.Empty(gameActions);
}
[Fact]
public void NotApplicable_WhenRecordIsNotTheLocalPlayer()
{
using StartedRuntime started = StartRuntime();
(RuntimeEntityRecord record, _) = EnterLocalPlayer(started.Runtime);
RuntimeAcceptedPositionDriveController drive =
CreateAcceptedPositionDrive(started.Runtime, out _);
// Same record, but the drive's own local-player-guid accessor no
// longer matches it (as if it belonged to some other entity).
started.Runtime.PlayerIdentity.ServerGuid = 0x70000099u;
RuntimeAcceptedPositionExecutionStatus status =
drive.TryExecuteAcceptedLocalPosition(
record,
ForceUpdate(new Vector3(30f, 30f, 5f)),
PositionTimestampDisposition.ForcePosition,
Timestamps(teleport: 0),
previousTeleportSequence: 0);
Assert.Equal(RuntimeAcceptedPositionExecutionStatus.NotApplicable, status);
}
[Fact]
public void NotApplicable_WhileAnInitialCreateResidenceIsStillActive()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
runtime.PlayerIdentity.ServerGuid = PlayerGuid;
CommitLandblockCollision(runtime, SpawnLandblock);
RuntimeEntityRecord record = runtime.EntityObjects
.RegisterEntityWithInitialResidence(
Spawn(PlayerGuid), isLocalPlayer: true)
.Canonical!;
// Deliberately do NOT drain the first-entry drive: the residence
// (and hence no PhysicsBody/controller) is still open — route 1's
// job, never route 2's.
RuntimeAcceptedPositionDriveController drive =
CreateAcceptedPositionDrive(runtime, out List<byte[]> gameActions);
RuntimeAcceptedPositionExecutionStatus status =
drive.TryExecuteAcceptedLocalPosition(
record,
ForceUpdate(new Vector3(30f, 30f, 5f)),
PositionTimestampDisposition.ForcePosition,
Timestamps(teleport: 0),
previousTeleportSequence: 0);
Assert.Equal(RuntimeAcceptedPositionExecutionStatus.NotApplicable, status);
Assert.Empty(gameActions);
}
[Fact]
public void Rejected_WhenTheClassifierDeclinesTheFrame()
{
using StartedRuntime started = StartRuntime();
(RuntimeEntityRecord record, PlayerMovementController controller) =
EnterLocalPlayer(started.Runtime);
Vector3 positionBefore = controller.Position;
RuntimeAcceptedPositionDriveController drive =
CreateAcceptedPositionDrive(started.Runtime, out List<byte[]> gameActions);
// RuntimeAuthoritativePositionRouteClassifier.ValidAcceptedAuthority's
// ForcePosition case requires PreviousTeleportSequence ==
// AcceptedTeleportSequence; a mismatch is a genuine data-validity
// rejection (this call site never re-derives the timestamp gate's
// own freshness rule — it is asserting the classifier's own
// independent structural check).
RuntimeAcceptedPositionExecutionStatus status =
drive.TryExecuteAcceptedLocalPosition(
record,
ForceUpdate(new Vector3(30f, 30f, 5f)),
PositionTimestampDisposition.ForcePosition,
Timestamps(teleport: 6),
previousTeleportSequence: 5);
Assert.Equal(RuntimeAcceptedPositionExecutionStatus.Rejected, status);
Assert.Equal(positionBefore, controller.Position);
Assert.Empty(gameActions);
AssertConverged(started.Runtime);
}
[Fact]
public void Committed_MovesTheBodyPreservesHeadingAndAcksExactlyOnceAfterCommit()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
(RuntimeEntityRecord record, PlayerMovementController controller) =
EnterLocalPlayer(runtime);
Quaternion headingBeforeCorrection = controller.BodyOrientation;
var corrected = new Vector3(30f, 32f, 5f);
WorldSession.EntityPositionUpdate wire = ForceUpdate(corrected);
// A deliberately different wire rotation than the controller's own
// heading, exactly like a real server correction carries whatever
// heading it last observed — proves the seam never applies a SECOND
// heading substitution on top of the one the upstream merge already
// performed (contract §1c: RuntimeEntityObjectLifetime.TryApplyPosition's
// forcePositionRotation argument, exercised for real below via
// MergeAccepted).
wire = wire with
{
Position = wire.Position with
{
RotationX = 0f,
RotationY = 0f,
RotationZ = 1f,
RotationW = 0f,
},
};
(PositionTimestampDisposition disposition, AcceptedPhysicsTimestamps timestamps) =
MergeAccepted(runtime, controller, wire);
Assert.Equal(PositionTimestampDisposition.ForcePosition, disposition);
RuntimeAcceptedPositionDriveController drive =
CreateAcceptedPositionDrive(runtime, out List<byte[]> gameActions);
RuntimeAcceptedPositionExecutionStatus status =
drive.TryExecuteAcceptedLocalPosition(
record,
wire,
disposition,
timestamps,
timestamps.PreviousTeleport);
Assert.Equal(RuntimeAcceptedPositionExecutionStatus.Committed, status);
Assert.Equal(corrected, controller.Position);
Assert.Equal(headingBeforeCorrection, controller.BodyOrientation);
Assert.Single(gameActions);
AssertConverged(runtime);
}
[Fact]
public void Contention_WhenTheEntityAlreadyOwnsAnActiveOperation()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
(RuntimeEntityRecord record, PlayerMovementController controller) =
EnterLocalPlayer(runtime);
Vector3 positionBefore = controller.Position;
WorldSession.EntityPositionUpdate wire =
ForceUpdate(new Vector3(30f, 32f, 5f));
(PositionTimestampDisposition disposition, AcceptedPhysicsTimestamps timestamps) =
MergeAccepted(runtime, controller, wire);
Assert.Equal(PositionTimestampDisposition.ForcePosition, disposition);
// Mirrors the displaced-authority scenario the deleted
// LocalForcePositionTransaction's trailing isCurrent() covered: some
// OTHER operation is already in flight for this exact entity (e.g. a
// remote-authoritative resolve mid-transaction) when the
// ForcePosition arrives.
RuntimeEntityPlacementToken displaced = runtime.EntityObjects.Physics
.SetPosition.TryBeginExclusiveAuthoredPlacement(
record,
record.PositionAuthorityVersion,
RuntimeSetPositionOperationKind.LocalAuthoritative);
Assert.True(displaced.IsValid);
RuntimeAcceptedPositionDriveController drive =
CreateAcceptedPositionDrive(runtime, out List<byte[]> gameActions);
RuntimeAcceptedPositionExecutionStatus status =
drive.TryExecuteAcceptedLocalPosition(
record,
wire,
disposition,
timestamps,
timestamps.PreviousTeleport);
Assert.Equal(RuntimeAcceptedPositionExecutionStatus.Contention, status);
Assert.Equal(positionBefore, controller.Position);
Assert.Empty(gameActions);
// Cleanup: release the displaced operation so the fixture converges.
RuntimePlacementCancellationReceipt cancellation = runtime.EntityObjects
.Physics.SetPosition.ForgetExactPlacement(displaced);
if (cancellation.IsValid)
{
runtime.EntityObjects.Physics.SetPosition
.PublishCancellation(cancellation);
}
}
[Fact]
public void DeferredCell_ParksThenCommitsAndNeverDoubleAcksAfterTheCollisionGenerationWakes()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
(RuntimeEntityRecord record, PlayerMovementController controller) =
EnterLocalPlayer(runtime);
RuntimeAcceptedPositionDriveController drive =
CreateAcceptedPositionDrive(runtime, out List<byte[]> gameActions);
// A destination landblock whose collision generation was never
// committed (mirrors RuntimeSetPositionStateTests' CrossLandblockRequest
// pattern — re-admitting an ALREADY-ready landblock through this
// simple Begin/CommitCollisionGeneration pair does not block a new
// placement; only a genuinely fresh landblock does) parks the
// operation instead of committing it. Runtime's world-frame
// resolution is arithmetic once ANY frame is observed
// (RuntimePhysicsState.TryGetWorldFrameOffset:598-617), so this
// parks on collision readiness specifically, not on an unresolved
// frame.
const uint deferredLandblock = 0x02020000u;
var deferredPosition = new Vector3(10f, 10f, SpawnHeight);
WorldSession.EntityPositionUpdate parkedUpdate = ForceUpdate(
deferredPosition,
landblockId: deferredLandblock | 0x0001u);
(PositionTimestampDisposition disposition, AcceptedPhysicsTimestamps timestamps) =
MergeAccepted(runtime, controller, parkedUpdate);
Assert.Equal(PositionTimestampDisposition.ForcePosition, disposition);
RuntimeAcceptedPositionExecutionStatus parked =
drive.TryExecuteAcceptedLocalPosition(
record,
parkedUpdate,
disposition,
timestamps,
timestamps.PreviousTeleport);
Assert.Equal(RuntimeAcceptedPositionExecutionStatus.DeferredCell, parked);
Assert.Empty(gameActions);
Assert.Equal(1, drive.PendingCount);
// Advance() before the destination is ready makes no progress.
drive.Advance();
Assert.Empty(gameActions);
Assert.Equal(1, drive.PendingCount);
CommitLandblockCollision(runtime, deferredLandblock);
// Production always has a LIVE host subscription
// (RuntimePlacementProjectionSubscription) that applies-and-
// acknowledges the resubmitted Place synchronously the instant
// RetryDeferred's CommitCanonical publishes it — that is what
// promotes this controller's own Watch into an observable
// acknowledged completion (RuntimeSetPositionState.AcknowledgeProjection's
// Place branch). This bare-Runtime fixture has no host wired, so it
// stands in for that subscription exactly like
// RuntimeLiveEntitySessionControllerTests' own DrainPlacementFifo.
DrainPlacementFifo(runtime);
// A single Advance() pump resolves the deferred commit.
drive.Advance();
Assert.Equal(0, drive.PendingCount);
// World position, not the cell-local wire position: the deferred
// landblock (0x0202) sits one landblock diagonally from the spawn
// landblock (0x0101) in Runtime's world frame, a (192, 192, 0) m
// offset (RuntimePhysicsState.TryGetWorldFrameOffset).
Assert.Equal(deferredPosition + new Vector3(192f, 192f, 0f), controller.Position);
// R8 review fix (2026-08-03): the ack is gated on retail's own
// independent CanSendPositionEvent requirement (Contact + OnWalkable
// — PlayerMovementController.cs:1517). Measured directly: this
// synthetic cross-landblock jump resolves with InContact=false in
// this bare-Runtime fixture (no subsequent physics tick runs here to
// sweep the body onto the terrain it was placed exactly tangent to —
// unlike the WITHIN-landblock move
// Committed_MovesTheBodyPreservesHeadingAndAcksExactlyOnceAfterCommit
// exercises, which measures Contact=true and DOES get its ack). This
// test therefore does NOT verify the single-ack-after-wake sequence
// end to end — it only proves the non-double-ack invariant below.
// Asserting exactly one ack here would require driving a real
// physics tick after the wake to establish ground contact, which is
// out of this fixture's scope; do not report this sequence as
// ack-verified (docs/ISSUES.md #285) until a harness does that.
int acksAfterFirstResolve = gameActions.Count;
// Further pumps are no-ops — the ack must never fire twice, however
// many times Advance() is pumped (still true wants Contact to
// eventually flip and the ack to fire exactly once, whenever that
// happens).
drive.Advance();
drive.Advance();
Assert.Equal(acksAfterFirstResolve, gameActions.Count);
AssertConverged(runtime);
}
/// <summary>
/// Round 2 unified rule, branch 1 of 3 — <b>EQUAL</b>. The parked
/// operation dies (here through the exact
/// <c>RuntimeSetPositionState.Forget</c> funnel every mid-session
/// cancellation shares: supersession, the lost-cell deadline,
/// <c>ParkCollisionResidents</c>, a generation change) while NO newer
/// accepted position has taken the authority, so the record's
/// <c>PositionAuthorityVersion</c> still equals the dead operation's own.
/// Nothing is outstanding: <c>_pending</c> clears, and the drive must NOT
/// re-issue. Re-issuing on an unchanged authority is precisely the shape
/// that produced N1's second placement + second ack.
/// </summary>
[Fact]
public void Equal_ClearsPendingWithoutReissuingWhenNoNewerAcceptedAuthorityArrived()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
(RuntimeEntityRecord record, PlayerMovementController controller) =
EnterLocalPlayer(runtime);
RuntimeAcceptedPositionDriveController drive =
CreateAcceptedPositionDrive(runtime, out List<byte[]> gameActions);
const uint deferredLandblock = 0x02020000u;
var deferredPosition = new Vector3(10f, 10f, SpawnHeight);
WorldSession.EntityPositionUpdate parkedUpdate = ForceUpdate(
deferredPosition,
landblockId: deferredLandblock | 0x0001u);
(PositionTimestampDisposition disposition, AcceptedPhysicsTimestamps timestamps) =
MergeAccepted(runtime, controller, parkedUpdate);
Assert.Equal(PositionTimestampDisposition.ForcePosition, disposition);
RuntimeAcceptedPositionExecutionStatus parked =
drive.TryExecuteAcceptedLocalPosition(
record,
parkedUpdate,
disposition,
timestamps,
timestamps.PreviousTeleport);
Assert.Equal(RuntimeAcceptedPositionExecutionStatus.DeferredCell, parked);
Assert.Equal(1, drive.PendingCount);
ulong authorityAtPark = record.PositionAuthorityVersion;
Vector3 positionAtPark = controller.Position;
RuntimePlacementCancellationReceipt cancellation =
runtime.EntityObjects.Physics.SetPosition.Forget(record);
if (cancellation.IsValid)
{
runtime.EntityObjects.Physics.SetPosition
.PublishCancellation(cancellation);
}
// The precondition this branch is defined by: a bare Forget cancels
// the operation WITHOUT merging anything, so the accepted authority
// has not moved.
Assert.Equal(authorityAtPark, record.PositionAuthorityVersion);
drive.Advance();
// No re-issue: a re-issue against this still-unready destination would
// park AGAIN and leave PendingCount at 1 (that is exactly what the
// round-1 shape did here).
Assert.Equal(0, drive.PendingCount);
Assert.Equal(positionAtPark, controller.Position);
// Round 3 (2026-08-03): the packet's placement WAS begun and then
// died without committing, so retail's unconditional position event is
// owed and goes out here carrying the unchanged pose
// (SmartBox::BlipPlayer @0x00453940 discards SetPositionSimple's
// error; SmartBox::HandleReceivedPosition @0x00453FD0 acks at
// @0x00454091 regardless). Before round 3 this asserted Empty, which
// encoded the defect: neither the body moved NOR an ack left.
Assert.Single(gameActions);
// Repeated pumps stay silent — the funnel cleared, it did not park a
// retry marker for an authority nothing is waiting on, and retail
// never retries a force that failed.
drive.Advance();
drive.Advance();
Assert.Equal(0, drive.PendingCount);
Assert.Single(gameActions);
Assert.Equal(positionAtPark, controller.Position);
AssertConverged(runtime);
}
/// <summary>
/// Round 2 unified rule, branch 2 of 3 — <b>ADVANCED, newest accepted
/// event is still a ForcePosition</b>; also the B1 regression. Exact
/// production shape: a park wakes and its <c>Place</c> is ACCEPTED, so the
/// operation leaves <c>_operations</c> but its completion is RETAINED;
/// <c>Forget</c> then early-returns
/// (<c>RuntimeSetPositionState.CancelCoreDeferred</c>'s
/// <c>_operations.Remove</c> guard) and the retained completion survives
/// the next packet's merge. That next ForcePosition therefore cannot
/// begin (<c>HasRetainedCompletion</c> → <c>Contention</c>) — and before
/// the unified funnel its correction was lost outright, because the next
/// pump consumed the OLD completion and acked the OLD pose with nothing
/// left pointing at the new one. The one-frame window is real on the
/// graphical host, whose inbound dispatch precedes <c>RetryPending</c>.
/// </summary>
[Fact]
public void Advanced_ReissuesWhenTheNewestAcceptedEventIsStillAForcePosition()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
(RuntimeEntityRecord record, PlayerMovementController controller) =
EnterLocalPlayer(runtime);
RuntimeAcceptedPositionDriveController drive =
CreateAcceptedPositionDrive(runtime, out List<byte[]> gameActions);
const uint deferredLandblock = 0x02020000u;
var firstCorrection = new Vector3(10f, 10f, SpawnHeight);
WorldSession.EntityPositionUpdate parkedUpdate = ForceUpdate(
firstCorrection,
landblockId: deferredLandblock | 0x0001u);
(PositionTimestampDisposition parkedDisposition,
AcceptedPhysicsTimestamps parkedTimestamps) =
MergeAccepted(runtime, controller, parkedUpdate);
Assert.Equal(
PositionTimestampDisposition.ForcePosition, parkedDisposition);
Assert.Equal(
RuntimeAcceptedPositionExecutionStatus.DeferredCell,
drive.TryExecuteAcceptedLocalPosition(
record,
parkedUpdate,
parkedDisposition,
parkedTimestamps,
parkedTimestamps.PreviousTeleport));
// The park wakes and its Place is accepted, leaving a RETAINED
// completion. Deliberately no Advance() yet: this is the host frame in
// which the next packet arrives before the pump runs.
CommitLandblockCollision(runtime, deferredLandblock);
DrainPlacementFifo(runtime);
var secondCorrection = new Vector3(14f, 12f, SpawnHeight);
WorldSession.EntityPositionUpdate secondUpdate = ForceUpdate(
secondCorrection,
landblockId: deferredLandblock | 0x0001u,
positionSequence: 3,
forcePositionSequence: 2);
(PositionTimestampDisposition secondDisposition,
AcceptedPhysicsTimestamps secondTimestamps) =
MergeAccepted(runtime, controller, secondUpdate);
Assert.Equal(
PositionTimestampDisposition.ForcePosition, secondDisposition);
Assert.Equal(
RuntimeAcceptedPositionExecutionStatus.Contention,
drive.TryExecuteAcceptedLocalPosition(
record,
secondUpdate,
secondDisposition,
secondTimestamps,
secondTimestamps.PreviousTeleport));
// One pump: consume the older completion (its own reconcile + ack),
// then re-issue the newest accepted force — which the funnel proves by
// landing the body on the SECOND correction, not the first.
drive.Advance();
Assert.Equal(0, drive.PendingCount);
Assert.Equal(
secondCorrection + new Vector3(192f, 192f, 0f),
controller.Position);
// Round 3 (2026-08-03): the former `gameActions.Count <= 2` assertion
// was deleted here. It could not fail: this fixture's
// CommitLandblockCollision adds BOTH landblocks at worldOffsetX/Y 0f
// while Runtime's world frame places the deferred landblock at
// +192/+192, so the body lands over no terrain, resolves with
// InContact=false, and retail's own CanSendPositionEvent gate
// suppresses every ack — gameActions.Count is 0 here. It was also far
// too loose to encode "at most one per packet". The real
// discriminators (body landed on the SECOND correction, PendingCount)
// remain; the ack-count contract is pinned by
// TerminalWithoutCommit_SendsExactlyOnePositionEventAndLeavesTheBodyUnmoved
// and Committed_SendsExactlyOnePositionEventAcrossTheCommitAndTheSettle,
// whose fixtures genuinely satisfy the contact gate.
// Further pumps are no-ops: the funnel settled on the Equal branch.
drive.Advance();
Assert.Equal(0, drive.PendingCount);
Assert.Equal(
secondCorrection + new Vector3(192f, 192f, 0f),
controller.Position);
AssertConverged(runtime);
}
/// <summary>
/// Round 2 unified rule, branch 3 of 3 — <b>ADVANCED, newest accepted
/// event is an ordinary Apply</b> (N2). The park is cancelled by the
/// ordinary echo's own merge-time <c>Forget</c>, and that echo — not the
/// force — now owns the accepted pose. Re-issuing here would apply the
/// force route's <c>Teleport|Slide</c> flags to an ordinary pose, send an
/// ack retail never sends on that branch, and skip the <c>ConstrainTo</c>
/// the ordinary branch runs
/// (<c>RuntimeAuthoritativePositionRouteClassifier.cs:368-388</c>). So the
/// funnel must clear without placing and without acking.
/// </summary>
[Fact]
public void Advanced_DoesNotReissueWhenTheNewestAcceptedEventIsAnOrdinaryApply()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
(RuntimeEntityRecord record, PlayerMovementController controller) =
EnterLocalPlayer(runtime);
RuntimeAcceptedPositionDriveController drive =
CreateAcceptedPositionDrive(runtime, out List<byte[]> gameActions);
const uint deferredLandblock = 0x02020000u;
WorldSession.EntityPositionUpdate parkedUpdate = ForceUpdate(
new Vector3(10f, 10f, SpawnHeight),
landblockId: deferredLandblock | 0x0001u);
(PositionTimestampDisposition parkedDisposition,
AcceptedPhysicsTimestamps parkedTimestamps) =
MergeAccepted(runtime, controller, parkedUpdate);
Assert.Equal(
PositionTimestampDisposition.ForcePosition, parkedDisposition);
Assert.Equal(
RuntimeAcceptedPositionExecutionStatus.DeferredCell,
drive.TryExecuteAcceptedLocalPosition(
record,
parkedUpdate,
parkedDisposition,
parkedTimestamps,
parkedTimestamps.PreviousTeleport));
Assert.Equal(1, drive.PendingCount);
ulong authorityAtPark = record.PositionAuthorityVersion;
Vector3 positionAtPark = controller.Position;
// ACE's next ordinary broadcast, ~100-200 ms later. It merges (which
// Forgets the park and advances the accepted authority) and is NEVER
// dispatched to this route — both hosts gate the dispatch on
// ForcePosition.
var ordinaryPose = new Vector3(31f, 33f, SpawnHeight);
(PositionTimestampDisposition ordinaryDisposition, _) = MergeAccepted(
runtime,
controller,
OrdinaryUpdate(ordinaryPose, positionSequence: 3));
Assert.Equal(PositionTimestampDisposition.Apply, ordinaryDisposition);
Assert.NotEqual(authorityAtPark, record.PositionAuthorityVersion);
drive.Advance();
Assert.Equal(0, drive.PendingCount);
// The force route never ran again: the body is exactly where the
// cancelled park left it, and specifically NOT on the ordinary echo's
// pose — which is what a re-issue would have placed it on, with the
// force route's Teleport|Slide flags and no ConstrainTo.
Assert.Equal(positionAtPark, controller.Position);
Assert.NotEqual(ordinaryPose, controller.Position);
// Exactly ONE AutonomousPosition, and it belongs to the FORCE packet,
// not the ordinary echo: the force's placement was begun and died
// without committing, which retail still acknowledges
// (SmartBox::HandleReceivedPosition @0x00453FD0 acks @0x00454091 with
// whatever SetPositionSimple left the body at). The ordinary echo
// never reaches this route at all — retail's ordinary branch has no
// unconditional SendPositionEvent. Round 3 (2026-08-03) corrected this
// from Empty, which encoded the lost-ack defect.
Assert.Single(gameActions);
drive.Advance();
Assert.Equal(0, drive.PendingCount);
Assert.Equal(positionAtPark, controller.Position);
Assert.Single(gameActions);
AssertConverged(runtime);
}
/// <summary>
/// N1 regression (2026-08-03): ONE server correction must produce EXACTLY
/// one canonical placement and EXACTLY one outbound
/// <c>AutonomousPosition</c> — never two. The round-1 shape left a dead
/// <c>_pending</c> entry behind whenever a fresh packet's own placement
/// committed while an older park was still tracked, and the next pump
/// re-issued from that dead entry: a second placement and a second ack for
/// a single correction, which is the exact duplicate-authority class
/// <c>670f307c</c> deleted and this whole slice exists to remove.
/// </summary>
[Fact]
public void OneServerCorrectionProducesExactlyOnePlacementAndOneAck()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
(RuntimeEntityRecord record, PlayerMovementController controller) =
EnterLocalPlayer(runtime);
RuntimeAcceptedPositionDriveController drive =
CreateAcceptedPositionDrive(runtime, out List<byte[]> gameActions);
// An earlier force parks on a landblock whose collision is not ready.
const uint deferredLandblock = 0x02020000u;
WorldSession.EntityPositionUpdate parkedUpdate = ForceUpdate(
new Vector3(10f, 10f, SpawnHeight),
landblockId: deferredLandblock | 0x0001u);
(PositionTimestampDisposition parkedDisposition,
AcceptedPhysicsTimestamps parkedTimestamps) =
MergeAccepted(runtime, controller, parkedUpdate);
Assert.Equal(
RuntimeAcceptedPositionExecutionStatus.DeferredCell,
drive.TryExecuteAcceptedLocalPosition(
record,
parkedUpdate,
parkedDisposition,
parkedTimestamps,
parkedTimestamps.PreviousTeleport));
Assert.Equal(1, drive.PendingCount);
Assert.Empty(gameActions);
// THE one server correction under test: a second force, into the
// already-ready spawn landblock, so it commits synchronously. Its
// merge Forgets the park.
var corrected = new Vector3(30f, 32f, SpawnHeight);
WorldSession.EntityPositionUpdate correction = ForceUpdate(
corrected,
positionSequence: 3,
forcePositionSequence: 2);
(PositionTimestampDisposition disposition, AcceptedPhysicsTimestamps timestamps) =
MergeAccepted(runtime, controller, correction);
Assert.Equal(PositionTimestampDisposition.ForcePosition, disposition);
Assert.Equal(
RuntimeAcceptedPositionExecutionStatus.Committed,
drive.TryExecuteAcceptedLocalPosition(
record,
correction,
disposition,
timestamps,
timestamps.PreviousTeleport));
Assert.Equal(0, drive.PendingCount);
Assert.Single(gameActions);
Assert.Equal(corrected, controller.Position);
ulong placementsAfterCorrection = record.PlacementCommitVersion;
// Every subsequent pump must be a no-op. Before the fix the FIRST of
// these re-issued the dead park entry: PlacementCommitVersion advanced
// again and a SECOND AutonomousPosition left for the same correction.
drive.Advance();
drive.Advance();
Assert.Equal(0, drive.PendingCount);
Assert.Single(gameActions);
Assert.Equal(corrected, controller.Position);
Assert.Equal(placementsAfterCorrection, record.PlacementCommitVersion);
AssertConverged(runtime);
}
/// <summary>
/// Round 3 blocker (2026-08-03) — <b>the terminal-without-commit ack</b>.
/// Retail attempts the placement, and if it fails the body simply does not
/// move — but the packet is acknowledged regardless and never retried:
/// <c>SmartBox::BlipPlayer</c> @0x00453940 calls
/// <c>CPhysicsObj::SetPositionSimple</c> @0x005162B0, which returns an
/// <c>enum SetPositionError</c> that other retail sites test
/// (<c>== OK_SPE</c> @0x0055605D) and that <c>BlipPlayer</c> DISCARDS;
/// <c>BlipPlayer</c> returns <c>void</c>, and its caller
/// <c>SmartBox::HandleReceivedPosition</c> @0x00453FD0 then runs
/// <c>cmdinterp-&gt;SendPositionEvent()</c> @0x00454091 unconditionally
/// before returning @0x0045409D.
///
/// Unlike
/// <see cref="Equal_ClearsPendingWithoutReissuingWhenNoNewerAcceptedAuthorityArrived"/>
/// (whose subject is the no-re-issue decision) this test's subject is the
/// ack contract itself: EXACTLY one outbound <c>AutonomousPosition</c> for
/// the failed packet, carrying whatever pose the retired operation left
/// behind, with no further placement performed by the settle. Before round
/// 3 this path sent zero — the correction never took AND the server was
/// never told it had not taken.
/// </summary>
[Fact]
public void TerminalWithoutCommit_SendsExactlyOnePositionEventAndLeavesTheBodyUnmoved()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
(RuntimeEntityRecord record, PlayerMovementController controller) =
EnterLocalPlayer(runtime);
RuntimeAcceptedPositionDriveController drive =
CreateAcceptedPositionDrive(runtime, out List<byte[]> gameActions);
// The body sits on the spawn landblock's flat terrain, so retail's own
// CanSendPositionEvent admission (Contact + OnWalkable) is genuinely
// satisfied — this fixture can observe the ack rather than silently
// measuring a suppression.
Assert.True(controller.CanSendPositionEvent);
// A force whose destination landblock has no published collision
// generation parks instead of committing.
const uint deferredLandblock = 0x02020000u;
WorldSession.EntityPositionUpdate correction = ForceUpdate(
new Vector3(10f, 10f, SpawnHeight),
landblockId: deferredLandblock | 0x0001u);
(PositionTimestampDisposition disposition, AcceptedPhysicsTimestamps timestamps) =
MergeAccepted(runtime, controller, correction);
Assert.Equal(PositionTimestampDisposition.ForcePosition, disposition);
Assert.Equal(
RuntimeAcceptedPositionExecutionStatus.DeferredCell,
drive.TryExecuteAcceptedLocalPosition(
record,
correction,
disposition,
timestamps,
timestamps.PreviousTeleport));
// Measured, not assumed: this park happens AFTER
// `_physics.Engine.SetPosition` has already run, so the canonical body
// already sits at the destination while the placement itself is
// withdrawn and parked. Specifically it is the engine-result deferral
// (RuntimeSetPositionState.cs, the park taken once `operation.Result`
// has been assigned) — NOT either `TryGetBlockingQuiescence` branch:
// `_collisionPrefixQuiescence` is populated only by
// `BeginCollisionPrefixQuiescence`, and this fixture's
// `CommitLandblockCollision` calls `BeginCollisionGeneration` instead,
// so that map is empty and both quiescence branches are unreachable
// here. Same side of the engine call either way; the distinction only
// matters so a future reader does not go looking in the wrong branch.
// The subject of this test is the TERMINAL SETTLE, so the
// unmoved/no-further-placement baselines are captured here, at the park.
Vector3 poseAtPark = controller.Position;
ulong placementVersionAtPark = record.PlacementCommitVersion;
// Nothing has been acknowledged yet: retail's ack follows BlipPlayer,
// and the placement has not reached any terminal outcome.
Assert.Empty(gameActions);
// The park is retired without ever committing — the exact
// RuntimeSetPositionState.Forget funnel every mid-session cancellation
// shares (supersession, the lost-cell deadline, ParkCollisionResidents,
// a generation change).
RuntimePlacementCancellationReceipt cancellation =
runtime.EntityObjects.Physics.SetPosition.Forget(record);
if (cancellation.IsValid)
{
runtime.EntityObjects.Physics.SetPosition
.PublishCancellation(cancellation);
}
drive.Advance();
// Retail's two simultaneous facts at @0x0045409D: the placement did
// not take (the settle performs no placement of its own — the body is
// exactly where the retired operation left it and no further
// placement committed), and the position event went out anyway,
// carrying that unchanged pose. Before round 3 this path sent zero.
Assert.Equal(poseAtPark, controller.Position);
Assert.Equal(placementVersionAtPark, record.PlacementCommitVersion);
Assert.Single(gameActions);
Assert.Equal(0, drive.PendingCount);
// Retail never retries a force whose placement failed, so no further
// pump may place OR acknowledge anything more for this packet.
drive.Advance();
drive.Advance();
Assert.Single(gameActions);
Assert.Equal(poseAtPark, controller.Position);
Assert.Equal(placementVersionAtPark, record.PlacementCommitVersion);
AssertConverged(runtime);
}
/// <summary>
/// Round 3 companion invariant (2026-08-03): the terminal-without-commit
/// ack must not become a SECOND ack on the committed path. A commit runs
/// <c>ReconcileAndAcknowledge</c> and then immediately settles through the
/// same funnel, so a funnel that acknowledged unconditionally would send
/// two <c>AutonomousPosition</c> messages for one server correction — the
/// exact duplicate-ack class <c>670f307c</c> deleted. Retail sends exactly
/// one per handled packet (<c>SmartBox::HandleReceivedPosition</c>
/// @0x00453FD0 reaches <c>SendPositionEvent</c> @0x00454091 once, then
/// returns @0x0045409D).
/// </summary>
[Fact]
public void Committed_SendsExactlyOnePositionEventAcrossTheCommitAndTheSettle()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
(RuntimeEntityRecord record, PlayerMovementController controller) =
EnterLocalPlayer(runtime);
RuntimeAcceptedPositionDriveController drive =
CreateAcceptedPositionDrive(runtime, out List<byte[]> gameActions);
// Within the already-published spawn landblock, so the placement
// commits synchronously AND the contact gate admits the ack.
var corrected = new Vector3(30f, 32f, SpawnHeight);
WorldSession.EntityPositionUpdate correction = ForceUpdate(corrected);
(PositionTimestampDisposition disposition, AcceptedPhysicsTimestamps timestamps) =
MergeAccepted(runtime, controller, correction);
Assert.Equal(PositionTimestampDisposition.ForcePosition, disposition);
Assert.Equal(
RuntimeAcceptedPositionExecutionStatus.Committed,
drive.TryExecuteAcceptedLocalPosition(
record,
correction,
disposition,
timestamps,
timestamps.PreviousTeleport));
// One commit, one ack — not two. The settle that runs immediately
// after the commit must recognise the ack already left.
Assert.Equal(corrected, controller.Position);
Assert.Single(gameActions);
Assert.Equal(0, drive.PendingCount);
drive.Advance();
drive.Advance();
Assert.Single(gameActions);
AssertConverged(runtime);
}
private static void AssertConverged(GameRuntime runtime)
{
RuntimeEntityObjectOwnershipSnapshot ownership =
runtime.EntityObjects.CaptureOwnership();
Assert.Equal(0, ownership.AcceptedPositionDrivePendingCount);
}
/// <summary>
/// Performs the SAME upstream merge production runs BEFORE this route
/// ever sees a Position
/// (<see cref="RuntimeEntityObjectLifetime.TryApplyPosition"/>, called by
/// <c>LiveEntityInboundAuthorityGate.TryAcceptPosition</c> in App and
/// directly in <c>RuntimeLiveEntitySessionController.OnPositionUpdated</c>
/// in headless) — this is what actually admits the disposition via the
/// REAL <c>PhysicsTimestampGate</c> and substitutes the controller's
/// current heading into <c>record.Snapshot</c> for a ForcePosition
/// (contract §1c), rather than hand-rolling a disposition/timestamps pair
/// the seam's caller could never actually observe.
/// </summary>
private static (PositionTimestampDisposition Disposition, AcceptedPhysicsTimestamps Timestamps)
MergeAccepted(
GameRuntime runtime,
PlayerMovementController controller,
in WorldSession.EntityPositionUpdate update)
{
Assert.True(runtime.EntityObjects.TryApplyPosition(
update,
isLocalPlayer: true,
forcePositionRotation: controller.BodyOrientation,
currentLocalVelocity: controller.BodyVelocity,
projectionRequiresTeleportHook: false,
acknowledgeProjection: null,
out PositionTimestampDisposition disposition,
out _,
out AcceptedPhysicsTimestamps timestamps));
return (disposition, timestamps);
}
/// <summary>
/// A wire Position whose FORCE_POSITION_TS strictly advances, so the REAL
/// <see cref="PhysicsTimestampGate.TryAcceptPositionEvent"/> admits it as
/// <see cref="PositionTimestampDisposition.ForcePosition"/> (retail
/// <c>SmartBox::HandleReceivedPosition</c> @0x00453FD0's FORCE_POSITION
/// branch: fresh FORCE_POSITION_TS with an exactly-equal TELEPORT_TS).
/// The spawn seeds FORCE_POSITION_TS 0 / POSITION_TS 1, so the defaults
/// are the FIRST such packet; a session's SECOND force must raise
/// <paramref name="forcePositionSequence"/> again.
/// </summary>
private static WorldSession.EntityPositionUpdate ForceUpdate(
Vector3 position,
uint landblockId = SpawnLandblock | 0x0001u,
ushort positionSequence = 2,
ushort forcePositionSequence = 1) =>
new(
PlayerGuid,
new CreateObject.ServerPosition(
landblockId,
position.X,
position.Y,
position.Z,
1f,
0f,
0f,
0f),
Velocity: null,
PlacementId: null,
IsGrounded: true,
InstanceSequence: 1,
PositionSequence: positionSequence,
TeleportSequence: 0,
ForcePositionSequence: forcePositionSequence);
/// <summary>
/// An ORDINARY server position echo: FORCE_POSITION_TS does NOT advance,
/// POSITION_TS strictly does, so the same real gate admits it as
/// <see cref="PositionTimestampDisposition.Apply"/>. Neither host ever
/// dispatches this disposition to the drive — it merges (advancing
/// <c>PositionAuthorityVersion</c> and Forgetting any in-flight placement)
/// entirely behind the drive's back, which is exactly what makes it the
/// N2 case.
/// </summary>
private static WorldSession.EntityPositionUpdate OrdinaryUpdate(
Vector3 position,
ushort positionSequence,
ushort forcePositionSequence = 1,
uint landblockId = SpawnLandblock | 0x0001u) =>
ForceUpdate(
position,
landblockId,
positionSequence,
forcePositionSequence);
private static AcceptedPhysicsTimestamps Timestamps(ushort teleport) =>
new(
Instance: 1,
ServerControlledMove: 1,
Teleport: teleport,
ForcePosition: 1,
TeleportAdvanced: false,
TeleportHookRequired: false,
PreviousTeleport: teleport);
/// <summary>
/// Spawns the local player, drives its initial-Create residence to
/// completion, and returns the resulting canonical record + live
/// controller — the fixture every test above needs before a
/// ForcePosition can be route-2-eligible at all.
/// </summary>
private static (RuntimeEntityRecord Record, PlayerMovementController Controller)
EnterLocalPlayer(GameRuntime runtime)
{
runtime.PlayerIdentity.ServerGuid = PlayerGuid;
CommitLandblockCollision(runtime, SpawnLandblock);
RuntimeFirstEntryDriveController firstEntry = CreateFirstEntryDrive(runtime);
using var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000),
new FixtureTransport());
var sessionController = new RuntimeLiveEntitySessionController(
runtime,
session,
worldProjection: new FixtureWorldProjection(firstEntry));
LiveEntitySessionSink sink = sessionController.CreateSink();
sink.Spawned(Spawn(PlayerGuid));
DrainFirstEntry(runtime, firstEntry);
RuntimeEntityRecord record = Assert.IsType<RuntimeEntityRecord>(
GetActive(runtime, PlayerGuid));
PlayerMovementController controller = Assert.IsType<PlayerMovementController>(
runtime.MovementOwner.Controller);
return (record, controller);
}
private static RuntimeEntityRecord GetActive(GameRuntime runtime, uint guid)
{
Assert.True(runtime.EntityObjects.Entities.TryGetActive(
guid, out RuntimeEntityRecord record));
return record;
}
/// <summary>
/// Constructs the drive controller with a LIVE (deliberately never
/// disposed within this factory — it must outlive the whole test)
/// fixture <see cref="WorldSession"/> whose captured outbound game
/// actions the caller can assert against.
/// </summary>
private static RuntimeAcceptedPositionDriveController CreateAcceptedPositionDrive(
GameRuntime runtime,
out List<byte[]> gameActions)
{
var captured = new List<byte[]>();
gameActions = captured;
var liveSession = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9001),
new FixtureTransport())
{
GameActionCapture = body => captured.Add(body),
};
return new RuntimeAcceptedPositionDriveController(
runtime.EntityObjects,
runtime.Clock,
new UnusedCollisionSource(),
new LocalPlayerOutboundController((_, _, _, _, _, _) => { }),
() => runtime.Generation,
() => runtime.PlayerIdentity.ServerGuid,
() => runtime.MovementOwner.Controller,
() => runtime.CharacterOwner.UsePositionFromServer,
() => liveSession);
}
/// <summary>
/// A flat landblock whose terrain surface sits exactly at
/// <see cref="SpawnHeight"/> — every fixture position in this file uses
/// that Z so <c>CommitCanonical</c>'s contact resolve genuinely finds
/// ground (retail <c>CommandInterpreter::SendPositionEvent</c>'s own
/// admission gate requires Contact+OnWalkable —
/// <c>PlayerMovementController.CanSendPositionEvent</c> — so an airborne
/// fixture body would silently suppress every ack this suite asserts).
/// </summary>
private static void CommitLandblockCollision(
GameRuntime runtime,
uint landblockId)
{
// Mirrors HeadlessSessionHostTests.AddFlatLandblock's exact
// proven-working shape (every heightmap byte and every table entry
// participate) rather than a sparse table — a resolve near a
// landblock edge samples neighbouring grid entries too.
var heights = new byte[81];
Array.Fill(heights, (byte)SpawnHeight);
var heightTable = new float[256];
for (int index = 0; index < heightTable.Length; index++)
heightTable[index] = index;
runtime.EntityObjects.Physics.SetPosition.BeginCollisionGeneration(
landblockId, 1UL);
runtime.EntityObjects.Physics.Engine.AddLandblock(
landblockId,
new TerrainSurface(heights, heightTable),
Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(),
worldOffsetX: 0f,
worldOffsetY: 0f);
runtime.EntityObjects.Physics.SetPosition.CommitCollisionGeneration(
landblockId, 1UL, ready: true);
runtime.EntityObjects.Physics.ObserveLocalWorldFrame(
landblockId | 0x0001u,
teleportAdvanced: false);
}
private static RuntimeFirstEntryDriveController CreateFirstEntryDrive(
GameRuntime runtime) =>
new(
runtime.EntityObjects,
runtime.Clock,
new UnusedCollisionSource(),
() => PlayerMovementConstructionOptions.Fallback,
static _ => new RuntimeLocalPlayerPhysicsActivationPreparation(
Radius: 0.48f,
Height: 1.835f,
RuntimeLocalPlayerShadowDisposition.ProvenShapeless));
private static void DrainFirstEntry(
GameRuntime runtime,
RuntimeFirstEntryDriveController drive)
{
for (int attempt = 0; attempt < 8 && drive.PendingCount != 0; attempt++)
{
drive.DriveAll();
DrainPlacementFifo(runtime);
}
Assert.Equal(0, drive.PendingCount);
}
private static void DrainPlacementFifo(GameRuntime runtime)
{
while (runtime.EntityObjects.Physics.SetPosition.TryPeekProjection(
out RuntimePlacementProjectionSnapshot head))
{
if (!runtime.EntityObjects.Physics.SetPosition
.AcknowledgeProjection(head.Token))
{
break;
}
}
}
private static WorldSession.EntitySpawn Spawn(uint guid)
{
var position = new CreateObject.ServerPosition(
SpawnLandblock | 0x0001u,
10f,
10f,
5f,
1f,
0f,
0f,
0f);
var timestamps = new PhysicsTimestamps(
Position: 1,
Movement: 1,
State: 1,
Vector: 1,
Teleport: 0,
ServerControlledMove: 1,
ForcePosition: 0,
ObjDesc: 1,
Instance: 1);
var physics = new PhysicsSpawnData(
RawState: (uint)PhysicsStateFlags.ReportCollisions,
Position: position,
Movement: null,
AnimationFrame: null,
SetupTableId: null,
MotionTableId: null,
SoundTableId: null,
PhysicsScriptTableId: null,
Parent: null,
Children: null,
Scale: null,
Friction: null,
Elasticity: null,
Translucency: null,
Velocity: null,
Acceleration: null,
AngularVelocity: null,
DefaultScriptType: null,
DefaultScriptIntensity: null,
Timestamps: timestamps);
return new WorldSession.EntitySpawn(
guid,
position,
null,
[],
[],
[],
null,
null,
"direct entity",
null,
null,
null,
PhysicsState: physics.RawState,
InstanceSequence: 1,
MovementSequence: 1,
ServerControlSequence: 1,
PositionSequence: 1,
Physics: physics);
}
private sealed class UnusedCollisionSource
: AcDream.Content.IPreparedCollisionSource
{
public AcDream.Content.PreparedAssetPresence ProbeCollision(
AcDream.Content.Pak.PakAssetType type,
uint sourceFileId) =>
AcDream.Content.PreparedAssetPresence.Available;
public AcDream.Content.PreparedCollisionReadResult<
FlatSetupCollision> ReadSetupCollision(
uint sourceFileId,
CancellationToken cancellationToken = default) =>
AcDream.Content.PreparedCollisionReadResult<
FlatSetupCollision>.Missing;
public AcDream.Content.PreparedCollisionReadResult<
FlatGfxObjCollisionAsset> ReadGfxObjCollision(
uint sourceFileId,
CancellationToken cancellationToken = default) =>
throw new NotSupportedException();
public AcDream.Content.PreparedCollisionReadResult<
FlatCellStructureCollisionAsset> ReadCellStructureCollision(
uint sourceFileId,
CancellationToken cancellationToken = default) =>
throw new NotSupportedException();
public AcDream.Content.PreparedCollisionReadResult<
FlatEnvCellTopology> ReadEnvCellTopology(
uint sourceFileId,
CancellationToken cancellationToken = default) =>
throw new NotSupportedException();
public AcDream.Content.PreparedCollisionSourceStats CollisionStats =>
default;
public void Dispose()
{
}
}
private sealed class FixtureTransport : IWorldSessionTransport
{
public void Send(ReadOnlySpan<byte> datagram)
{
}
public void Send(
IPEndPoint remote,
ReadOnlySpan<byte> datagram)
{
}
public int Receive(
Span<byte> destination,
TimeSpan timeout,
out IPEndPoint? from)
{
from = null;
return -1;
}
public ValueTask<NetReceiveResult> ReceiveAsync(
Memory<byte> destination,
CancellationToken cancellationToken) =>
ValueTask.FromException<NetReceiveResult>(
new OperationCanceledException(cancellationToken));
public void Dispose()
{
}
}
private sealed class FixtureWorldProjection : IRuntimeDirectWorldProjection
{
private readonly RuntimeFirstEntryDriveController _firstEntry;
internal FixtureWorldProjection(RuntimeFirstEntryDriveController firstEntry) =>
_firstEntry = firstEntry;
public void ProjectSpawn(RuntimeEntityRecord record, bool isLocalPlayer) =>
_firstEntry.DriveAll();
public void ProjectPosition(
RuntimeEntityRecord record,
bool isLocalPlayer,
PositionTimestampDisposition disposition)
{
}
public void CenterOnAcceptedForcePosition(RuntimeEntityRecord record)
{
}
public void BeginTeleport()
{
}
public RuntimeDestinationReadiness PrepareDestination(
long revealGeneration,
RuntimeTeleportDestination destination) =>
new(
revealGeneration,
destination.CellId,
IsIndoor: false,
IsUnhydratable: false,
RequiredRenderRadius: 1,
IsRenderNeighborhoodReady: true,
AreCompositeTexturesReady: true,
IsCollisionReady: true);
}
/// <summary>
/// C3c: initial-residence admission requires a live session generation
/// (RuntimeInitialCreateResidenceState.CanAcceptCreate), so this test
/// starts one through the same fixture-session shape
/// DirectGameRuntimeCommandAdapterTests / RuntimeLiveEntitySessionControllerTests use.
/// </summary>
private sealed class StartedRuntime : IDisposable
{
internal required GameRuntime Runtime { get; init; }
internal required LiveSessionHost Live { get; init; }
public void Dispose()
{
_ = Live.Stop(Runtime.Generation);
Runtime.Dispose();
}
}
private static StartedRuntime StartRuntime()
{
var operations = new FixtureGameplayOperations();
var sessionOperations = new FixtureSessionOperations();
var runtime = new GameRuntime(new GameRuntimeDependencies(
operations,
operations,
operations,
operations,
SessionOperations: sessionOperations));
operations.Bind(runtime);
var resetHost = new FixtureResetHost();
var options = new LiveSessionConnectOptions(
true,
"127.0.0.1",
9000,
"account",
"password");
var live = new LiveSessionHost(
runtime.Session,
new LiveSessionHostBindings(
new LiveSessionRoutingFactories(
_ => new FixtureEventRoute(),
_ => new FixtureCommandRoute()),
generation => runtime.ResetGeneration(generation, resetHost),
new LiveSessionSelectionBindings(
id => runtime.PlayerIdentity.ServerGuid = id,
_ => { },
runtime.CommunicationOwner.Chat.SetLocalPlayerGuid,
_ => { },
_ => { },
runtime.ActionOwner.Combat.Clear),
new LiveSessionEnteredWorldBindings(
_ => { },
() => { },
() => { },
_ => { },
() => { }),
(_, _, _) => { },
() => { }),
options);
LiveSessionStartResult startResult = live.Start(options);
Assert.Equal(LiveSessionStartStatus.Connected, startResult.Status);
Assert.NotEqual(0UL, runtime.Generation.Value);
return new StartedRuntime { Runtime = runtime, Live = live };
}
private sealed class FixtureSessionOperations : ILiveSessionOperations
{
public IPEndPoint ResolveEndpoint(string host, int port) =>
new(IPAddress.Loopback, port);
public WorldSession CreateSession(IPEndPoint endpoint) =>
new(endpoint, new FixtureTransport());
public void Connect(WorldSession session, string user, string password)
{
}
public CharacterList.Parsed GetCharacters(WorldSession session) =>
new(
0u,
[new CharacterList.Character(PlayerGuid, "Direct", 0u)],
[],
11,
"account",
true,
true);
public void EnterWorld(WorldSession session, int activeCharacterIndex)
{
}
public void Tick(WorldSession session)
{
}
public void DisposeSession(WorldSession session) =>
session.Dispose();
}
private sealed class FixtureEventRoute : ILiveSessionEventRouting
{
public void Attach()
{
}
public void Dispose()
{
}
}
private sealed class FixtureCommandRoute : ILiveSessionCommandRouting
{
public void Activate()
{
}
public void Dispose()
{
}
}
private sealed class FixtureResetHost : IRuntimeGenerationResetHost
{
public void RetireEntityProjection(RuntimeEntityRecord entity)
{
}
public void DrainEntityProjectionBoundary()
{
}
public void CompleteEntityProjectionRetirement()
{
}
}
private sealed class FixtureGameplayOperations
: IRuntimeCombatAttackOperations,
IRuntimeCombatTargetOperations,
IRuntimeCombatModeOperations,
IRuntimeSpellCastOperations
{
private GameRuntime? _runtime;
public void Bind(GameRuntime runtime) => _runtime = runtime;
public bool CanStartAttack() => false;
public void PrepareAttackRequest()
{
}
public bool SendAttack(AttackHeight height, float power) => false;
public void SendCancelAttack()
{
}
public bool IsDualWield => false;
public bool PlayerReadyForAttack => false;
public bool AutoRepeatAttack => false;
public bool AutoTarget => false;
public uint? SelectClosestTarget() => null;
public bool IsInWorld => _runtime?.Session.IsInWorld == true;
public IReadOnlyList<ClientObject> GetOrderedEquipment() => [];
public void NotifyExplicitCombatModeRequest()
{
}
public void SendChangeCombatMode(CombatMode mode)
{
}
public uint LocalPlayerId =>
_runtime?.PlayerIdentity.ServerGuid ?? 0u;
public bool CanSend => false;
public bool HasRequiredComponents(uint spellId) => false;
public bool IsTargetCompatible(
uint targetId,
SpellMetadata spell,
bool showMessage) => false;
public void StopCompletely()
{
}
public void SendUntargeted(uint spellId)
{
}
public void SendTargeted(uint targetId, uint spellId)
{
}
public void DisplayMessage(string message)
{
}
public void IncrementBusy()
{
}
}
}