Member-wise deletion of the three legacy resolver members named in docs/research/2026-08-05-c5a-contract.md: PhysicsEngine.Resolve, PhysicsEngine.HasCellSurface, and PhysicsEngine.ResolvePlacement. An exhaustive receiver census over src/ found zero production callers of any of the three — every production placement writer already reaches the canonical PhysicsEngine.SetPosition transaction exclusively through RuntimeSetPositionState (three call sites total). The deletion is purely member-wise: IsSpawnCellReady and AdjustPosition, which shared the same source region as the deleted members, are preserved byte-identical — every remaining production caller of either (including PhysicsCameraCollisionProbe, AdjustPosition's sole surviving production caller) is unaffected. Companion changes: - PlayerMovementController's 3-argument SetPosition test overload is renamed to SeedPlacementForTest (internal) and CommitPreparedPosition is deleted; 83 call sites across 19 test files were mechanically renamed to match. - Seven pinned test dispositions from the contract are executed: 3.1 (PhysicsEngineTests.cs: 11 legacy-resolver tests deleted, 6 ResolveWithTransition tests kept), 3.2/3.3/3.4 (re-point to canonical SetPosition, with TransitionScratchDifferentialTests.cs additionally gaining positive IsCommitted assertions after each bitwise comparison so the differential proves a placement actually committed, not just that two possibly-uncommitted results match), 3.5 (Runtime rename), and 3.6 (PlayerMovementPlacementTransactionTests.cs rewritten — its xmldoc now states plainly that the render-root publish moved to RuntimeSetPositionState.cs, but the sticky-release relocation claim was false and is retracted; this disposition's coverage loss is the sticky release path, not silently absorbed elsewhere). - Stale `PhysicsEngine.Resolve`/`Resolve` doc citations in CellTransit.cs, PlayerMovementController.cs, and HeadlessSessionWorldProjection.cs are corrected to name the surviving canonical entry points by symbol (SetPosition, AdjustSetPosition/AdjustPosition, ResolveWithTransition) rather than fragile line numbers. Retires AP-1 and AD-1 in docs/architecture/retail-divergence-register.md: both rows described production zero-delta placement routing remaining on the legacy resolver pending the Slice 4B2/4B route cutover; that resolver no longer exists, so the condition each row tracked is now structurally false rather than merely narrowed. AP-145 (routed through the prior commit) and this commit's AP-1/AD-1 together bring the section counts to 101 AP / 47 AD active rows. Builds on the AP-145 fix (previous commit) — this commit's staged tree was independently rebuilt and its four suites independently rerun on top of that commit before this commit was created, in addition to the combined rebuild/rerun below. Full-solution build: 0 errors (21 pre-existing warnings, all unrelated). Suite results (combined tree): Core 4270/4271 passed (1 skip; the single DatSoundCacheTests concurrent-decode-dedup failure is a known load-sensitive race, confirmed passing standalone and unrelated to this change), Runtime 1176/1176, Headless 86/86, App 4132/4135 (3 skips). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
83 lines
2.8 KiB
C#
83 lines
2.8 KiB
C#
using System.Numerics;
|
|
using AcDream.App.Input;
|
|
using AcDream.App.Physics;
|
|
using AcDream.App.Rendering;
|
|
using AcDream.App.Rendering.Vfx;
|
|
using AcDream.Core.Physics;
|
|
using AcDream.Core.Physics.Motion;
|
|
using AcDream.Core.World;
|
|
|
|
namespace AcDream.App.Tests.Physics;
|
|
|
|
public sealed class PlayerMovementHiddenTests
|
|
{
|
|
[Fact]
|
|
public void TickHidden_PositionManagerMovesRootAndEffectPoseWithoutPhysicsInput()
|
|
{
|
|
const uint playerGuid = 0x50000001u;
|
|
const uint targetGuid = 0x50000002u;
|
|
const uint cellId = 0x01010001u;
|
|
|
|
var controller = new PlayerMovementController(new PhysicsEngine());
|
|
controller.SeedPlacementForTest(Vector3.Zero, cellId, Vector3.Zero);
|
|
|
|
var hosts = new Dictionary<uint, IPhysicsObjHost>();
|
|
EntityPhysicsHost? playerHost = null;
|
|
playerHost = new EntityPhysicsHost(
|
|
playerGuid,
|
|
() => controller.CellPosition,
|
|
() => controller.BodyVelocity,
|
|
() => 0.48f,
|
|
() => controller.BodyInContact,
|
|
() => 3f,
|
|
() => 0.1,
|
|
() => 0.1,
|
|
id => hosts.GetValueOrDefault(id),
|
|
info => playerHost!.PositionManager.HandleUpdateTarget(info),
|
|
() => { });
|
|
var targetPosition = new Position(
|
|
cellId,
|
|
new Vector3(5f, 0f, 0f),
|
|
Quaternion.Identity);
|
|
var targetHost = new EntityPhysicsHost(
|
|
targetGuid,
|
|
() => targetPosition,
|
|
() => Vector3.Zero,
|
|
() => 0.48f,
|
|
() => true,
|
|
() => null,
|
|
() => 0.1,
|
|
() => 0.1,
|
|
id => hosts.GetValueOrDefault(id),
|
|
_ => { },
|
|
() => { });
|
|
hosts.Add(playerGuid, playerHost);
|
|
hosts.Add(targetGuid, targetHost);
|
|
controller.PositionManager = playerHost.PositionManager;
|
|
playerHost.PositionManager.StickTo(targetGuid, radius: 0.48f, height: 1.835f);
|
|
|
|
var entity = new WorldEntity
|
|
{
|
|
Id = 7u,
|
|
ServerGuid = playerGuid,
|
|
SourceGfxObjOrSetupId = 0x02000001u,
|
|
Position = Vector3.Zero,
|
|
Rotation = Quaternion.Identity,
|
|
ParentCellId = cellId,
|
|
MeshRefs = Array.Empty<MeshRef>(),
|
|
};
|
|
var poses = new EntityEffectPoseRegistry();
|
|
poses.Publish(entity, Array.Empty<Matrix4x4>());
|
|
|
|
MovementResult result = controller.TickHidden(0.1f);
|
|
entity.SetPosition(result.Position);
|
|
entity.ParentCellId = result.CellId;
|
|
Assert.True(poses.UpdateRoot(entity));
|
|
|
|
Assert.InRange(result.Position.X, 0.01f, 1.5f);
|
|
Assert.Equal(0f, result.Position.Z);
|
|
Assert.Equal(Vector3.Zero, controller.BodyVelocity);
|
|
Assert.True(poses.TryGetRootPose(entity.Id, out Matrix4x4 root));
|
|
Assert.Equal(result.Position, root.Translation);
|
|
}
|
|
}
|