acdream/tests/AcDream.Core.Tests/Physics
Erik 6dbbf953c6 fix(phys): #106 gate-2 — bogus-indoor-claim recovery + spawn-ground entry hold
Gate-2 fallout chain: session 1's bare-id wedge poisoned ACE's save (the
client reported garbage cells while walking through walls), so session 2
logged in with (cell=0xA9B4013F inn interior, pos=(91.4,32.7)) — a
position that cell does not contain. Probe evidence: exactly one
[cell-transit] line all session; the player free-fell into an empty
world. Two holes, both fixed at the root:

1. CellTransit pick escape hatch — restores the #83/A1.7 + #90
   verification that lived in PhysicsEngine.ResolveCellId before the
   collide-then-pick rewrite moved membership into
   BuildCellSetAndPickContaining: an indoor current cell that IS
   hydrated but whose CellBSP no longer overlaps ANY part of the foot
   sphere is a bogus claim (corrupt save, or walked out through an
   unblocked gap). The portal BFS can never reach an exit portal from a
   cell the sphere isn't in, so no candidates exist and the claim held
   forever — wedging collision (ShadowObjectRegistry's #98 gate reads
   "indoor primary" -> outdoor object sweep skipped), wall BSP, terrain,
   and the render root. The pick now demotes to the outdoor column under
   the sphere centre (the LandDefs.AdjustToOutside result already
   computed for the pick — cross-block safe). Sphere-overlap
   (BSPQuery.SphereIntersectsCellBsp, pseudo_c:317666 -> :323267), NOT
   point-in: doorway push-back leaves the centre a few cm outside while
   the sphere still overlaps — no demotion, #90's ping-pong stays dead.
   An unhydrated cell cannot be verified — stale beats null while
   streaming hydrates (retail-equivalent: stale curr_cell kept when the
   pick finds nothing).

2. PlayerModeAutoEntry spawn-ground hold — player-mode entry now waits
   for the terrain under the spawn position to stream in
   (isSpawnGroundReady predicate, K.2 pattern). Entering earlier
   integrates gravity against an empty world: indoor-claimed spawns got
   no floor from any source and free-fell into the void; outdoor spawns
   raced hydration by ~1s every login. Retail never has this state (it
   loads cells synchronously) — the hold is the async-streaming
   equivalent of that invariant. With the hold, the entry snap
   (Resolve, stepUp=100) runs against hydrated cell floors + terrain
   and re-seats a corrupt save's claim immediately.

Tests: IndoorSeed_SphereFullyOutsideHydratedCell_DemotesToOutdoorColumn
(the gate-2 wedge shape, red pre-fix), straddle + no-BSP guards (the #90
hysteresis and stale-beats-null), TryEnter_Armed_SpawnGroundNotReady_
DoesNotFire. Full suite: 294+218+420 green; Core 1375 green + the same
4 pre-existing door/#99-era failures + 1 skip.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-09 23:47:11 +02:00
..
A6P7DispatchRulesTests.cs fix(phys): A6.P7 — retail-binary cyl-vs-BSP dispatch (HAS_PHYSICS_BSP_PS gate) 2026-05-25 16:35:32 +02:00
AnimationCommandRouterTests.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
AnimationHookRouterTests.cs feat(anim): Phase E.1 hook router + GameWindow wiring 2026-04-18 16:30:23 +02:00
AnimationSequencerTests.cs fix(animation): close #61 + smooth stop from backward/sidestep-left/turn-left 2026-05-18 15:16:20 +02:00
BSPQueryTests.cs fix(p2): Path 5 near-miss = retail num_sphere>1 gate (fixes B1 step-up wedge) 2026-06-04 09:32:55 +02:00
BSPStepUpFixtures.cs feat(physics): Phase L.2.1+L.2.2 — BSP step-up and rooftop landing 2026-04-29 16:16:39 +02:00
BSPStepUpTests.cs test(physics): Phase W triage — fix stale Path6/tick-gate/ComputeOffset tests (behavior changed by L.3.2/L.4/L.5) 2026-06-02 16:43:02 +02:00
CellarLipWedgeTests.cs chore(p2): strip cellar-lip dispatch-trace probes after visual confirmation 2026-06-05 09:24:20 +02:00
CellArrayTests.cs feat(physics): Stage 1 — CellArray ordered/deduped cell collection (retail CELLARRAY) 2026-06-03 08:54:45 +02:00
CellarUpTrajectoryReplayTests.cs diag(render): flap re-diagnosed as portal-flood re-clip DRIFT; physics + camera REFUTED 2026-06-08 11:21:46 +02:00
CellDumpRoundTripTests.cs feat(phys): A6.P3 #98 Step 2 — cell-dump probe + roundtrip test 2026-05-23 15:16:56 +02:00
CellGraphMembershipTests.cs fix(render): doorway blue-hole — render root clobbered by NPCs (CurrCell per-entity write) 2026-06-03 10:12:38 +02:00
CellGraphPopulationTests.cs feat(core): UCG Stage 1 — populate CellGraph from CacheCellStruct + AddLandblock (inert) 2026-06-02 09:29:30 +02:00
CellPhysicsPortalWiringTests.cs feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics 2026-05-19 16:52:20 +02:00
CellSurfaceTests.cs feat(core): Phase B.3 — CellSurface (indoor floor polygon projection) 2026-04-12 09:51:22 +02:00
CellTransitAddAllOutsideCellsTests.cs fix(phys): #106 — outdoor membership crosses landblock boundaries (LandDefs global-lcoord port) 2026-06-09 23:10:59 +02:00
CellTransitCheckBuildingTransitTests.cs refactor(physics): Phase 2 — code-review polish on BuildingPhysics commit 2026-05-19 18:01:44 +02:00
CellTransitFindCellListTests.cs feat(physics): Phase 2 — BuildingPhysics + CheckBuildingTransit 2026-05-19 17:34:38 +02:00
CellTransitFindCellSetTests.cs fix(phys): #106 gate-2 — bogus-indoor-claim recovery + spawn-ground entry hold 2026-06-09 23:47:11 +02:00
CellTransitFindTransitCellsSphereTests.cs chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
CellTransitFindVisibleChildCellTests.cs feat(A): port find_visible_child_cell + AdjustPosition (Render Residual A primitives) 2026-06-05 10:56:16 +02:00
CellTransitTests.cs test(phys): A6.P5 RED — BFS from indoor cell doesn't reach door outdoor cell 2026-05-25 12:51:33 +02:00
CollisionExemptionTests.cs fix(phys L.2g slice 1b): widen CollisionExemption to ETHEREAL alone 2026-05-13 18:27:06 +02:00
CollisionPrimitivesTests.cs feat(physics): port 9 collision primitives from acclient.exe (chunk_00530000.c) 2026-04-12 23:53:47 +02:00
DoorBugTrajectoryReplayTests.cs fix(phys): #106 — outdoor membership crosses landblock boundaries (LandDefs global-lcoord port) 2026-06-09 23:10:59 +02:00
DoorCollisionApparatusTests.cs diag(phys): [bsp-test] probe + grounded apparatus test + handoff 2026-05-24 19:22:45 +02:00
DoorSetupGfxObjInspectionTests.cs test(phys): A6.P4 door inside-out — locate cottage wall, identify corner-slide hypothesis 2026-05-25 08:34:52 +02:00
DoorwayMembershipReplayTests.cs test(core): commit doorway-threshold fixture for DoorwayMembershipReplayTests (portable) 2026-06-02 15:22:57 +02:00
EntityCollisionFlagsTests.cs feat(physics): live-entity collision plumbing (Commit A) 2026-04-29 13:12:56 +02:00
FindEnvCollisionsMultiCellTests.cs Reapply "feat(physics): A4 — wire CheckOtherCells into FindEnvCollisions" 2026-05-20 20:06:14 +02:00
GfxObjDumpRoundTripTests.cs feat(phys): A6.P3 #98 — GfxObj dump infrastructure (ACDREAM_DUMP_GFXOBJS) 2026-05-23 20:24:26 +02:00
IndoorContactPlaneRetentionTests.cs docs(test): A6.P3 slice 1 T5 — update stale call-chain reference in test doc 2026-05-22 09:37:52 +02:00
IndoorWalkablePlaneTests.cs Revert "fix(physics): remove per-frame indoor walkable-plane synthesis" 2026-05-20 09:17:24 +02:00
InterpolationManagerTests.cs feat(motion): L.3 M1 — fresh InterpolationManager port + retail spec 2026-05-05 14:56:42 +02:00
Issue98CellarUpReplayTests.cs test(phys): A6.P3 #98 Step 3 — deterministic replay harness 2026-05-23 15:25:40 +02:00
LandDefsTests.cs fix(phys): #106 — outdoor membership crosses landblock boundaries (LandDefs global-lcoord port) 2026-06-09 23:10:59 +02:00
MotionCommandResolverTests.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
MotionInterpreterTests.cs test(physics): Phase W triage — fix stale GetMaxSpeed tests; file #104 (particle cell-clip deferral) 2026-06-02 16:37:49 +02:00
PhysicsBodyTests.cs feat(core): port decompiled AC client physics — CollisionPrimitives + PhysicsBody 2026-04-12 23:54:51 +02:00
PhysicsDataCachePhantomSourceTests.cs docs(test): #101 — sync stale GameWindow.cs line ref in test class doc 2026-05-25 19:56:35 +02:00
PhysicsDiagnosticsTests.cs feat(core): Phase W Stage 0 — [cell-swept] diagnostic (swept vs static cell, no behavior change) 2026-06-02 14:08:00 +02:00
PhysicsEngineAdjustPositionTests.cs feat(A): port find_visible_child_cell + AdjustPosition (Render Residual A primitives) 2026-06-05 10:56:16 +02:00
PhysicsEngineTests.cs fix(phys): #106 follow-up — legacy Resolve returns full prefixed cell ids (teleport bare-id wedge) 2026-06-09 23:34:30 +02:00
PlayerWeenieTests.cs feat(physics): PlayerWeenie with retail Run/Jump formulas 2026-04-13 23:15:25 +02:00
PortalInfoTests.cs feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics 2026-05-19 16:52:20 +02:00
PortalPlaneTests.cs feat(core): Phase B.3 — PortalPlane (plane math + crossing detection) 2026-04-12 18:17:48 +02:00
PositionManagerTests.cs test(physics): Phase W triage — fix stale Path6/tick-gate/ComputeOffset tests (behavior changed by L.3.2/L.4/L.5) 2026-06-02 16:43:02 +02:00
RemoteMoveToDriverTests.cs fix(retail): rotation rate, useability gate, retail toast strings 2026-05-16 12:17:54 +02:00
ResolveCellIdTests.cs feat(physics): Phase 2 — BuildingPhysics + CheckBuildingTransit 2026-05-19 17:34:38 +02:00
ResolveResultOkTests.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
ServerControlledLocomotionTests.cs fix(anim): Phase L.1c match MoveTo run speed 2026-04-28 20:58:22 +02:00
ShadowObjectRegistryMultiPartTests.cs test(phys): Task 6 regression — Deregister clears _entityShapes cache 2026-05-24 15:22:30 +02:00
ShadowObjectRegistryTests.cs feat(phys): A6.P4 slice 1 — portal-reachable cellSet includes outdoor cells 2026-05-24 08:10:32 +02:00
ShadowShapeBuilderTests.cs feat(phys): ShadowShapeBuilder.FromSetup 2026-05-24 15:12:56 +02:00
SphereIntersectsCellBspTests.cs fix(physics): #90 — sphere-overlap cell stickiness at doorway threshold 2026-05-20 20:30:36 +02:00
TerrainSurfaceTests.cs fix(scenery): #49 9×9 loop, per-spawn building check, triangle slope 2026-05-07 21:15:11 +02:00
TransitionCheckOtherCellsTests.cs chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
TransitionTests.cs fix(physics): Phase A8.F — viewer sweeps bypass the 30-step cap (retail-faithful) 2026-05-29 20:35:26 +02:00
TransitionTypesTests.cs Revert "fix(physics): remove per-frame indoor walkable-plane synthesis" 2026-05-20 09:17:24 +02:00
WalkMissDiagnosticTests.cs feat(physics): WalkMissDiagnostic aggregator for ISSUES #83 probe spike 2026-05-20 10:31:39 +02:00