acdream/tests/AcDream.App.Tests/Input/PlayerMouseLookMovementTests.cs
Erik f961d70023 feat(physics): port retail complete object frame pipeline
Restore the named-retail object update order across local, remote, static, projectile, animation, shadow, teleport, and effect lifetimes. Separate authoritative root commits from spatial rebucketing, preserve per-owner hook/FIFO ordering, and remove update-path allocations with exact lifecycle and residency gates.

Add deterministic conformance, adversarial lifetime, GUID-reuse, pending-cell, quaternion, timestamp, and allocation coverage. Release build is warning-free and all 6,446 tests pass with five intentional skips; retail, architecture, and adversarial reviews are clean.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-20 09:10:31 +02:00

457 lines
17 KiB
C#

using System.Numerics;
using AcDream.App.Input;
using AcDream.App.Rendering;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.App.Tests.Input;
public sealed class PlayerMouseLookMovementTests
{
[Fact]
public void KeyboardMotionEdges_StillRequestImmediateMovementEvents()
{
var controller = CreateController();
MovementResult pressed = controller.Update(
1f / 60f,
new MovementInput(Forward: true));
MovementResult held = controller.Update(
1f / 60f,
new MovementInput(Forward: true));
MovementResult released = controller.Update(
1f / 60f,
new MovementInput());
Assert.True(pressed.ShouldSendMovementEvent);
Assert.False(held.ShouldSendMovementEvent);
Assert.True(released.ShouldSendMovementEvent);
}
[Fact]
public void MouseAdjustment_UsesTurnMotionInsteadOfDirectYawMutation()
{
var controller = CreateController();
Assert.True(controller.BeginMouseLook(new MovementInput()));
controller.NoteMovementSent(controller.SimTimeSeconds, mouseLookEvent: false);
float yawBefore = controller.Yaw;
controller.SubmitMouseTurnAdjustment(-0.4f, new MovementInput());
// Rotation is authored/applied on an admitted retail object quantum,
// not directly by the mouse sample. Stay below the outbound mouse
// cadence while crossing the strict physics minimum.
MovementResult turning = controller.Update(
PhysicsBody.MinQuantum + 0.001f,
new MovementInput());
Assert.Equal(MotionCommand.TurnRight, turning.TurnCommand);
Assert.Equal(0.8f, turning.TurnSpeed);
Assert.True(controller.Yaw < yawBefore);
Assert.False(turning.ShouldSendMovementEvent);
Assert.True(turning.TurnUsesRunHold);
MovementResult held = controller.Update(1f / 60f, new MovementInput());
Assert.Equal(MotionCommand.TurnRight, held.TurnCommand);
controller.StopMouseDrift(new MovementInput());
MovementResult stopped = controller.Update(1f / 60f, new MovementInput());
Assert.Null(stopped.TurnCommand);
Assert.False(stopped.ShouldSendMovementEvent);
}
[Fact]
public void MouseLook_ReportsStartCadenceAndStopWithoutPerSampleFlooding()
{
var controller = CreateController();
Assert.True(controller.BeginMouseLook(new MovementInput()));
MovementResult begin = controller.CaptureMovementResult(mouseLookEvent: false);
Assert.True(begin.ShouldSendMovementEvent);
Assert.False(begin.IsMouseLookMovementEvent);
controller.NoteMovementSent(controller.SimTimeSeconds, mouseLookEvent: false);
controller.SubmitMouseTurnAdjustment(0.5f, new MovementInput());
MovementResult sample = controller.Update(0.01f, new MovementInput());
Assert.Equal(MotionCommand.TurnLeft, sample.TurnCommand);
Assert.False(sample.ShouldSendMovementEvent);
controller.Update(
PlayerMovementController.MouseMovementEventInterval,
new MovementInput());
controller.SubmitMouseTurnAdjustment(0.5f, new MovementInput());
MovementResult cadence = controller.Update(
0.001f,
new MovementInput());
Assert.True(cadence.ShouldSendMovementEvent);
Assert.True(cadence.IsMouseLookMovementEvent);
controller.NoteMovementSent(
controller.SimTimeSeconds,
mouseLookEvent: true);
Assert.True(controller.EndMouseLook(new MovementInput()));
MovementResult ended = controller.CaptureMovementResult(mouseLookEvent: false);
Assert.True(ended.ShouldSendMovementEvent);
Assert.False(ended.IsMouseLookMovementEvent);
Assert.Null(ended.TurnCommand);
}
[Fact]
public void MouseMovementEvent_IsRetriedUntilSuccessfulSendIsAcknowledged()
{
var controller = CreateController();
controller.BeginMouseLook(new MovementInput());
controller.Update(
PlayerMovementController.MouseMovementEventInterval + 0.001f,
new MovementInput());
controller.SubmitMouseTurnAdjustment(0.4f, new MovementInput());
MovementResult first = controller.Update(0.01f, new MovementInput(Run: true));
MovementResult retry = controller.Update(0.01f, new MovementInput(Run: true));
Assert.True(first.ShouldSendMovementEvent);
Assert.True(first.IsMouseLookMovementEvent);
Assert.True(retry.ShouldSendMovementEvent);
controller.NoteMovementSent(
controller.SimTimeSeconds,
mouseLookEvent: true);
MovementResult acknowledged = controller.Update(
0.01f,
new MovementInput(Run: true));
Assert.False(acknowledged.ShouldSendMovementEvent);
}
[Fact]
public void MouseLook_RapidPressReleaseCanBeCapturedSynchronously()
{
var controller = CreateController();
var input = new MovementInput(Run: true);
Assert.True(controller.BeginMouseLook(input));
MovementResult press = controller.CaptureMovementResult(mouseLookEvent: false);
Assert.True(controller.EndMouseLook(input));
MovementResult release = controller.CaptureMovementResult(mouseLookEvent: false);
Assert.True(press.ShouldSendMovementEvent);
Assert.False(press.IsMouseLookMovementEvent);
Assert.True(release.ShouldSendMovementEvent);
Assert.False(release.IsMouseLookMovementEvent);
}
[Fact]
public void MouseLook_CadenceUsesStrictHalfSecondBoundary()
{
var controller = CreateController();
controller.BeginMouseLook(new MovementInput());
controller.NoteMovementSent(nowSeconds: 0f, mouseLookEvent: true);
controller.SubmitMouseTurnAdjustment(0.4f, new MovementInput());
MovementResult boundary = controller.Update(
PlayerMovementController.MouseMovementEventInterval,
new MovementInput());
Assert.False(boundary.ShouldSendMovementEvent);
controller.SubmitMouseTurnAdjustment(0.4f, new MovementInput());
MovementResult justOver = controller.Update(
0.0001f,
new MovementInput());
Assert.True(justOver.ShouldSendMovementEvent);
Assert.True(justOver.IsMouseLookMovementEvent);
}
[Fact]
public void MouseTurn_UsesPerAxisRunHoldEvenInWalkMode()
{
var controller = CreateController();
controller.BeginMouseLook(new MovementInput());
controller.NoteMovementSent(nowSeconds: 0f, mouseLookEvent: true);
controller.SubmitMouseTurnAdjustment(-0.4f, new MovementInput());
MovementResult turning = controller.Update(
0.01f,
new MovementInput(Run: false));
Assert.Equal(MotionCommand.TurnRight, turning.TurnCommand);
Assert.False(turning.IsRunning);
Assert.True(turning.TurnUsesRunHold);
Assert.Equal(HoldKey.Run, controller.Motion.RawState.TurnHoldKey);
}
[Fact]
public void MouseLookRelease_SynchronouslyRestoresHeldKeyboardTurn()
{
var controller = CreateController();
controller.Update(
0.01f,
new MovementInput(TurnLeft: true, Run: true));
var held = new MovementInput(TurnLeft: true, Run: true);
controller.BeginMouseLook(held);
controller.NoteMovementSent(controller.SimTimeSeconds, mouseLookEvent: false);
controller.SubmitMouseTurnAdjustment(-0.4f, held);
controller.Update(0.01f, held);
controller.EndMouseLook(held);
MovementResult release = controller.CaptureMovementResult(mouseLookEvent: false);
Assert.Equal(MotionCommand.TurnLeft, release.TurnCommand);
Assert.Equal(1f, release.TurnSpeed);
Assert.False(release.TurnUsesRunHold);
}
[Fact]
public void MouseLook_RemapMovesHeldKeyboardTurnToSidestepAndBack()
{
var controller = CreateController();
var held = new MovementInput(TurnLeft: true, Run: true);
controller.Update(0.01f, held);
Assert.True(controller.BeginMouseLook(held));
MovementResult press = controller.CaptureMovementResult(mouseLookEvent: false);
Assert.Null(press.TurnCommand);
Assert.Equal(MotionCommand.SideStepLeft, press.SidestepCommand);
Assert.Equal(HoldKey.Run, controller.Motion.RawState.SidestepHoldKey);
Assert.True(controller.EndMouseLook(held));
MovementResult release = controller.CaptureMovementResult(mouseLookEvent: false);
Assert.Null(release.SidestepCommand);
Assert.Equal(MotionCommand.TurnLeft, release.TurnCommand);
Assert.False(release.TurnUsesRunHold);
}
[Fact]
public void MouseLookEntry_PreservesHeldForwardAndRunAfterTakingControl()
{
var controller = CreateController();
var held = new MovementInput(Forward: true, Run: true);
Assert.True(controller.BeginMouseLook(held));
MovementResult press = controller.CaptureMovementResult(mouseLookEvent: false);
Assert.Equal(MotionCommand.WalkForward, press.ForwardCommand);
Assert.True(press.IsRunning);
Assert.Equal(HoldKey.Run, controller.Motion.RawState.CurrentHoldKey);
}
[Fact]
public void MouseLookEntry_AlreadyAutonomousSameFrameForwardEdgeIsNotLost()
{
var controller = CreateController();
controller.Update(0.01f, new MovementInput(Forward: true));
controller.Update(0.01f, new MovementInput());
var justPressed = new MovementInput(Forward: true, Run: true);
controller.BeginMouseLook(justPressed);
MovementResult press = controller.CaptureMovementResult(mouseLookEvent: false);
Assert.Equal(MotionCommand.WalkForward, press.ForwardCommand);
Assert.True(press.IsRunning);
Assert.Equal(HoldKey.Run, controller.Motion.RawState.CurrentHoldKey);
}
[Fact]
public void MouseLookEntry_AlreadyAutonomousSameFrameRunChangeIsNotLost()
{
var controller = CreateController();
controller.Update(0.01f, new MovementInput(Forward: true));
controller.Update(0.01f, new MovementInput());
controller.BeginMouseLook(new MovementInput(Run: true));
MovementResult press = controller.CaptureMovementResult(mouseLookEvent: false);
RawMotionState wire = GameWindow.BuildOutboundRawMotionState(press);
Assert.Equal(HoldKey.Run, controller.Motion.RawState.CurrentHoldKey);
Assert.True(press.IsRunning);
Assert.Equal(HoldKey.Run, wire.CurrentHoldKey);
Assert.Equal(HoldKey.Invalid, wire.ForwardHoldKey);
Assert.Equal(HoldKey.Invalid, wire.SidestepHoldKey);
Assert.Equal(HoldKey.Invalid, wire.TurnHoldKey);
}
[Fact]
public void MouseLookEntry_ServerControlledHeldTurnNeverQueuesWrongAxis()
{
var controller = CreateController();
controller.BeginMouseLook(new MovementInput(TurnLeft: true));
Assert.DoesNotContain(
controller.Motion.PendingMotions,
node => node.Motion == MotionCommand.TurnLeft);
Assert.Equal(MotionCommand.SideStepLeft,
controller.Motion.RawState.SidestepCommand);
}
[Fact]
public void MouseLookExit_ServerControlledHeldTurnNeverQueuesRemappedAxis()
{
var controller = CreateController();
var held = new MovementInput(TurnLeft: true);
controller.BeginMouseLook(held);
DrainPendingMotions(controller);
controller.SetLastMoveWasAutonomous(false);
controller.EndMouseLook(held);
Assert.DoesNotContain(
controller.Motion.PendingMotions,
node => node.Motion == MotionCommand.SideStepLeft);
Assert.Equal(MotionCommand.TurnLeft, controller.Motion.RawState.TurnCommand);
}
[Fact]
public void MouseLook_RemapPressedAfterEntryAppearsInOutboundResult()
{
var controller = CreateController();
controller.BeginMouseLook(new MovementInput());
MovementResult result = controller.Update(
0.01f,
new MovementInput(TurnLeft: true));
Assert.Equal(MotionCommand.SideStepLeft, result.SidestepCommand);
Assert.Null(result.TurnCommand);
Assert.True(result.SidestepUsesRunHold);
Assert.False(result.IsRunning);
Assert.True(result.ShouldSendMovementEvent);
}
[Fact]
public void MouseLook_WalkModeRemapCarriesPerAxisRunHold()
{
var controller = CreateController();
var held = new MovementInput(TurnRight: true, Run: false);
controller.BeginMouseLook(held);
MovementResult press = controller.CaptureMovementResult(mouseLookEvent: false);
RawMotionState wire = GameWindow.BuildOutboundRawMotionState(press);
Assert.Equal(MotionCommand.SideStepRight, press.SidestepCommand);
Assert.True(press.SidestepUsesRunHold);
Assert.False(press.IsRunning);
Assert.Equal(HoldKey.Run, controller.Motion.RawState.SidestepHoldKey);
Assert.Equal(HoldKey.None, wire.CurrentHoldKey);
Assert.Equal(HoldKey.Run, wire.SidestepHoldKey);
}
[Fact]
public void MouseLook_MouseHandlerRetakesServerControlWithoutDroppingHeldInput()
{
var controller = CreateController();
var held = new MovementInput(Forward: true, TurnLeft: true, Run: true);
controller.BeginMouseLook(held);
controller.SetLastMoveWasAutonomous(false);
controller.SubmitMouseTurnAdjustment(-0.4f, held);
MovementResult result = controller.Update(0.01f, held);
Assert.Equal(MotionCommand.WalkForward, result.ForwardCommand);
Assert.Equal(MotionCommand.SideStepLeft, result.SidestepCommand);
Assert.Equal(MotionCommand.TurnRight, result.TurnCommand);
Assert.True(result.IsRunning);
Assert.True(result.SidestepUsesRunHold);
Assert.True(result.TurnUsesRunHold);
}
[Fact]
public void MouseLookRelease_UsesCurrentInputSnapshotInsteadOfPreviousFrame()
{
var controller = CreateController();
var held = new MovementInput(Forward: true, TurnLeft: true, Run: true);
controller.Update(0.01f, held);
controller.BeginMouseLook(held);
Assert.True(controller.EndMouseLook(new MovementInput()));
MovementResult release = controller.CaptureMovementResult(mouseLookEvent: false);
Assert.Null(release.ForwardCommand);
Assert.Null(release.SidestepCommand);
Assert.Null(release.TurnCommand);
Assert.False(release.IsRunning);
}
[Fact]
public void MouseLook_CannotBeginInPortalSpace()
{
var controller = CreateController();
controller.State = PlayerState.PortalSpace;
Assert.False(controller.BeginMouseLook(new MovementInput(Forward: true)));
MovementResult result = controller.CaptureMovementResult(mouseLookEvent: false);
Assert.Null(result.ForwardCommand);
Assert.Null(result.SidestepCommand);
Assert.Null(result.TurnCommand);
}
[Fact]
public void AttackPreparation_StopsMouseTurnAndPublishesFinalHeading()
{
var controller = CreateController();
controller.BeginMouseLook(new MovementInput());
controller.Update(0.01f, new MovementInput());
controller.SubmitMouseTurnAdjustment(-0.5f, new MovementInput());
MovementResult turning = controller.Update(1f / 60f, new MovementInput());
Assert.Equal(MotionCommand.TurnRight, turning.TurnCommand);
Assert.True(controller.PrepareForAttackRequest());
float finalYaw = controller.Yaw;
MovementResult stopped = controller.CaptureMovementResult(mouseLookEvent: false);
Assert.Equal(finalYaw, controller.Yaw);
Assert.Null(stopped.TurnCommand);
Assert.True(stopped.ShouldSendMovementEvent);
}
[Fact]
public void AttackPreparation_DoesNotInterruptServerControlledMovement()
{
var controller = CreateController();
controller.SetLastMoveWasAutonomous(false);
Assert.False(controller.PrepareForAttackRequest());
MovementResult result = controller.Update(
0.01f,
new MovementInput(Run: true));
Assert.False(result.ShouldSendMovementEvent);
}
[Fact]
public void AttackPreparation_DefaultServerControlledStateIsNoOp()
{
var controller = CreateController();
Assert.False(controller.PrepareForAttackRequest());
}
private static PlayerMovementController CreateController()
{
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 controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001u);
return controller;
}
private static void DrainPendingMotions(PlayerMovementController controller)
{
int remaining = controller.Motion.PendingMotions.Count();
for (int i = 0; i < remaining; i++)
controller.Motion.MotionDone(0u, success: true);
}
}