acdream/tests/AcDream.Core.Tests/Physics/CellTransitFindCellSetTests.cs
Erik 7078264291 fix(phys): #106 — outdoor membership crosses landblock boundaries (LandDefs global-lcoord port)
The player's outdoor cell froze at the last in-block cell the moment they
walked over a landblock boundary (10,449-frame playerCell freeze in the
2026-06-09 capture; whole neighbouring-block interiors unenterable, plus
the running-distortion from the stale render anchor). Root cause: the
add_all_outside_cells port clamped BOTH the candidate proposal and the
find_cell_list containing-cell pick to the current landblock's 8x8 grid,
in a frame that silently assumed the current block sits at world origin.
One step over the line -> zero candidates -> FindCellSet returns
currentCellId forever.

Retail has no such clamp. Its cell math runs in a GLOBAL landcell grid
(lcoord 0..2039 spanning the map): get_outside_lcoord = blockid_to_lcoord
+ floor(blockLocalPos/24) with no bounds besides the map edge, and
lcoord_to_gid re-derives the landblock id from the lcoord's upper bits —
crossings are inherent, never special-cased.

The fix, decomp-cited throughout:
- New AcDream.Core.Physics.LandDefs: in_bounds (pc:68509),
  blockid_to_lcoord (pc:68520), inbound_valid_cellid (pc:163438),
  gid_to_lcoord (pc:163500), lcoord_to_gid (pc:171859),
  get_outside_lcoord (pc:438690), adjust_to_outside (pc:438719).
  Cross-checked against ACE LandDefs.cs; three artifacts documented and
  avoided: BN's int8_t mis-render of block_y, BN's dropped 192f
  BlockLength constant, and ACE add_cell_block's "FIXME!" same-block
  guard (an ACE divergence, not retail).
- CellTransit.AddAllOutsideCells rewritten as the faithful sphere
  variant (pc:317499 @0x00533630): adjust_to_outside re-seats the
  (cell, position) pair cross-block, check_add_cell_boundary (pc:317229)
  adds up to 3 neighbours by global lcoord, add_outside_cell (pc:317056)
  has no same-block filter. adjust_to_outside failure breaks the sphere
  loop (pc:533699 verbatim).
- BuildCellSetAndPickContaining: the outdoor containing-cell pick is now
  the global XY-column under the sphere centre (AdjustToOutside), not
  the [0,8)-clamped current-prefix reconstruction. Interior-wins order
  and current-cell-first hysteresis unchanged.
- World->block-local frame conversion via the landblock origin already
  registered in CellGraph (new TryGetTerrainOrigin); Zero fallback
  preserves the legacy anchor-block assumption for unregistered terrain.
- Cross-landblock building entry comes free: the candidate snapshot now
  contains neighbour-block landcells, so GetBuilding/CheckBuildingTransit
  fire for cottages across the line (the capture's one failing entry).

Investigated FIRST per the pickup brief: the b3ce505 #98 stopgap gate is
definitively exonerated — it is a collision-object query gate that fires
only for indoor primary cells; no membership path touches
ShadowObjectRegistry.

Tests: 31 new (25 LandDefs conformance incl. capture-geometry goldens
0xA9B40031 -> 0xA9B30038/0xA9B30034 and the northbound return; 4
AddAllOutsideCells cross-block; 3 FindCellSet membership goldens incl.
the non-anchor-frame origin conversion). Full suite: 294+218+420 green;
Core 1369 green + the 4 pre-existing door/#99-era failures + 1 skip
(unchanged from baseline).

Pseudocode + artifact notes:
docs/research/2026-06-09-landdefs-outside-cells-pseudocode.md.
Remaining acceptance: live boundary walk with ACDREAM_PROBE_CELL=1
(ISSUES.md #106).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-09 23:10:59 +02:00

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using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
public class CellTransitFindCellSetTests
{
// ──────────────────────────────────────────────────────────────────
// Helpers — mirror CellTransitFindTransitCellsSphereTests.cs pattern
// ──────────────────────────────────────────────────────────────────
private static CellPhysics MakeCellWithPortalAtRightWall(
Matrix4x4 worldTransform, uint otherCellId, ushort flags)
{
var portalPoly = new ResolvedPolygon
{
Vertices = new[]
{
new Vector3(2.5f, -2.5f, 0f),
new Vector3(2.5f, 2.5f, 0f),
new Vector3(2.5f, 2.5f, 5f),
new Vector3(2.5f, -2.5f, 5f),
},
Plane = new Plane(new Vector3(1, 0, 0), -2.5f), // x = 2.5
NumPoints = 4,
SidesType = CullMode.None,
};
Matrix4x4.Invert(worldTransform, out var inv);
return new CellPhysics
{
WorldTransform = worldTransform,
InverseWorldTransform = inv,
Resolved = new Dictionary<ushort, ResolvedPolygon>(),
PortalPolygons = new Dictionary<ushort, ResolvedPolygon> { [10] = portalPoly },
Portals = new[]
{
new PortalInfo(otherCellId: (ushort)otherCellId, polygonId: 10, flags: flags),
},
CellBSP = new CellBSPTree
{
Root = new CellBSPNode { Type = BSPNodeType.Leaf },
}
};
}
// ──────────────────────────────────────────────────────────────────
// Tests
// ──────────────────────────────────────────────────────────────────
[Fact]
public void Sphere_FullyInsidePrimaryCell_ReturnsOnlyPrimary()
{
var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
var cache = new PhysicsDataCache();
cache.RegisterCellStructForTest(0xA9B40100u, cellA);
// Sphere far from any portal — local x=-1, reach to x=-0.5; portal at x=2.5.
var sphereCenter = new Vector3(-1.0f, 0f, 2.5f);
uint containing = CellTransit.FindCellSet(
cache, sphereCenter, sphereRadius: 0.5f,
currentCellId: 0xA9B40100u,
out var cellSet);
Assert.Equal(0xA9B40100u, containing);
Assert.Single(cellSet);
Assert.Contains(0xA9B40100u, cellSet);
}
[Fact]
public void Sphere_StraddlingPortal_ReturnsBothCells()
{
var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
var cellBT = Matrix4x4.CreateTranslation(new Vector3(5f, 0f, 0f));
Matrix4x4.Invert(cellBT, out var cellBInv);
var cellB = new CellPhysics
{
WorldTransform = cellBT,
InverseWorldTransform = cellBInv,
Resolved = new Dictionary<ushort, ResolvedPolygon>(),
CellBSP = new CellBSPTree
{
Root = new CellBSPNode { Type = BSPNodeType.Leaf },
}
};
var cache = new PhysicsDataCache();
cache.RegisterCellStructForTest(0xA9B40100u, cellA);
cache.RegisterCellStructForTest(0xA9B40101u, cellB);
// Sphere center at local x=2.0, radius=0.5 → reaches x=2.5 = portal plane.
var sphereCenter = new Vector3(2.0f, 0f, 2.5f);
uint containing = CellTransit.FindCellSet(
cache, sphereCenter, sphereRadius: 0.5f,
currentCellId: 0xA9B40100u,
out var cellSet);
Assert.Contains(0xA9B40100u, cellSet);
Assert.Contains(0xA9B40101u, cellSet);
}
[Fact]
public void FindCellSet_OutdoorSeed_IncludesNeighbourLandcells()
{
var cache = new PhysicsDataCache();
// A6.P4 (2026-05-24): sphere coords are LANDBLOCK-LOCAL (X/Y in
// [0, 192]). Place the sphere center near the east boundary of
// landcell grid(0,0) (i.e., near local X=24) so AddAllOutsideCells
// adds the east neighbour grid(1,0).
var sphereCenter = new Vector3(23.8f, 12f, 0f);
uint containing = CellTransit.FindCellSet(
cache, sphereCenter, sphereRadius: 0.5f,
currentCellId: 0xA9B40001u, // outdoor cell, low byte < 0x100
out var cellSet);
Assert.Equal(0xA9B40001u, containing);
Assert.True(cellSet.Count >= 2, $"Expected ≥2 cells in set (primary + east neighbour), got {cellSet.Count}");
}
[Fact]
public void IndoorSeed_ExitPortalTouchedOnlyBySecondSphere_AddsOutdoorLandcell()
{
// A6.P4 (2026-05-24): landblock-local sphere coords. Cell sits at
// the landblock origin (identity transform), so cell-local == world.
// Sphere head at local (2, 12, 3.2) reaches the cell's exit portal
// plane at local X=2.5 → AddAllOutsideCells fires.
var exitCell = MakeCellWithPortalAtRightWall(
Matrix4x4.Identity,
otherCellId: 0xFFFF,
flags: 0);
var cache = new PhysicsDataCache();
cache.RegisterCellStructForTest(0xA9B40100u, exitCell);
var spheres = new[]
{
// Foot sphere is not near the exit portal plane at local x=2.5.
new Sphere { Origin = new Vector3(0f, 12f, 2.5f), Radius = 0.5f },
// Head sphere reaches the exit portal plane and should trigger
// outdoor landcell expansion.
new Sphere { Origin = new Vector3(2f, 12f, 3.2f), Radius = 0.5f },
};
uint containing = CellTransit.FindCellSet(
cache, spheres, spheres.Length,
currentCellId: 0xA9B40100u,
out var cellSet);
Assert.Equal(0xA9B40100u, containing);
Assert.Contains(0xA9B40100u, cellSet);
Assert.Contains(0xA9B40001u, cellSet);
}
// ──────────────────────────────────────────────────────────────────
// #106 — outdoor membership across landblock boundaries.
// Retail's add_all_outside_cells + the find_cell_list pick run in the
// GLOBAL landcell grid (LandDefs lcoords); crossing a landblock boundary
// is inherent. The pre-#106 port clamped both to the current block's 8×8
// grid → zero candidates one step over the line → membership frozen
// (the 10,449-frame playerCell freeze in flap-105-capture.log).
// ──────────────────────────────────────────────────────────────────
[Fact]
public void OutdoorSeed_CrossesLandblockBoundary_South()
{
// The #106 acceptance golden: walking south out of A9B4, the outdoor
// cell must advance to the southern neighbour block's cell. Anchor
// frame (no registered terrain → origin Zero): world y = -0.2 is
// 0.2 m into A9B3's row 7 under x=150 → cell 0xA9B30038.
var cache = new PhysicsDataCache();
uint containing = CellTransit.FindCellSet(
cache, new Vector3(150f, -0.2f, 0f), sphereRadius: 0.5f,
currentCellId: 0xA9B40031u,
out var cellSet);
Assert.Equal(0xA9B30038u, containing);
Assert.Contains(0xA9B30038u, cellSet);
Assert.Contains(0xA9B40031u, cellSet); // +Y neighbour still in the set
}
[Fact]
public void OutdoorSeed_NearBoundaryButInside_StaysCurrent()
{
// 0.2 m NORTH of the boundary: the candidate set includes the A9B3
// neighbour (sphere overlaps it) but the centre column is still the
// current cell — membership must NOT flip early (single clean flip
// at the line, matching the capture's 96/96 within-block behaviour).
var cache = new PhysicsDataCache();
uint containing = CellTransit.FindCellSet(
cache, new Vector3(150f, 0.2f, 0f), sphereRadius: 0.5f,
currentCellId: 0xA9B40031u,
out var cellSet);
Assert.Equal(0xA9B40031u, containing);
Assert.Contains(0xA9B30038u, cellSet);
}
[Fact]
public void OutdoorSeed_NonAnchorBlock_UsesRegisteredTerrainOrigin()
{
// Northbound return: the player's current cell is in A9B3 (origin
// (0, -192) registered via CellGraph terrain — the production path).
// World y = +1 is 1 m back into the anchor block A9B4; the pick must
// convert through A9B3's origin (block-local y = 193) and advance to
// 0xA9B40031. Pre-#106 the world frame was silently assumed
// block-local, which is wrong for every non-anchor block.
var cache = new PhysicsDataCache();
cache.CellGraph.RegisterTerrain(
0xA9B30000u,
new TerrainSurface(new byte[81], new float[256]),
new Vector3(0f, -192f, 0f));
uint containing = CellTransit.FindCellSet(
cache, new Vector3(150f, 1f, 0f), sphereRadius: 0.5f,
currentCellId: 0xA9B30038u,
out _);
Assert.Equal(0xA9B40031u, containing);
}
// ──────────────────────────────────────────────────────────────────
// Membership hysteresis — the R1-flap root cause.
// Retail CObjCell::find_cell_list adds the CURRENT cell at index 0
// (add_cell, pc:308766) and the pick loop iterates from index 0 with
// interior-wins-break (pc:308791-308819) — so when two cells' BSPs both
// contain the sphere center at a boundary, the CURRENT cell wins and the
// membership does NOT flip. acdream's unordered-HashSet pick dropped that
// ordering, producing the stair/room/doorway ping-pong (cell flips every
// tick while straddling). This guards the current-cell-first behaviour.
// ──────────────────────────────────────────────────────────────────
[Theory]
[InlineData(0xA9B40100u, 0xA9B40101u)]
[InlineData(0xA9B40101u, 0xA9B40100u)]
public void TwoOverlappingCells_CurrentCellWinsTheStraddle(uint currentCellId, uint otherCellId)
{
// Both cells use a Leaf BSP (contains any point) and are reciprocally portalled at the same
// plane (local x=2.5), so the candidate set is {both} from EITHER seed and the sphere center
// is inside BOTH cells' BSPs. The pick must return the CURRENT cell (hysteresis), not flip to
// the neighbour. Testing both seed directions guarantees a deterministic failure on the
// unordered pick (it returns the same enumeration-first cell regardless of which is current).
ushort currentLow = (ushort)(currentCellId & 0xFFFF);
ushort otherLow = (ushort)(otherCellId & 0xFFFF);
var current = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherLow, flags: 0);
var other = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, currentLow, flags: 0);
var cache = new PhysicsDataCache();
cache.RegisterCellStructForTest(currentCellId, current);
cache.RegisterCellStructForTest(otherCellId, other);
// Center straddles the portal plane at local x=2.5 (both cells), inside both Leaf BSPs.
var sphereCenter = new Vector3(2.0f, 0f, 2.5f);
uint containing = CellTransit.FindCellSet(
cache, sphereCenter, sphereRadius: 0.5f,
currentCellId: currentCellId,
out var cellSet);
Assert.Contains(currentCellId, cellSet);
Assert.Contains(otherCellId, cellSet);
Assert.Equal(currentCellId, containing); // retail current-cell-first hysteresis
}
// The ordered-CELLARRAY contract: FindCellSet returns the candidate set in
// retail add-order with the CURRENT cell at index 0 (retail add_cell @308766).
// This is the invariant the verbatim pick relies on; the unordered HashSet
// could not guarantee it.
[Fact]
public void FindCellSet_CurrentCellIsFirstInTheSet()
{
var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
var cellBT = Matrix4x4.CreateTranslation(new Vector3(5f, 0f, 0f));
Matrix4x4.Invert(cellBT, out var cellBInv);
var cellB = new CellPhysics
{
WorldTransform = cellBT,
InverseWorldTransform = cellBInv,
Resolved = new Dictionary<ushort, ResolvedPolygon>(),
CellBSP = new CellBSPTree { Root = new CellBSPNode { Type = BSPNodeType.Leaf } },
};
var cache = new PhysicsDataCache();
cache.RegisterCellStructForTest(0xA9B40100u, cellA);
cache.RegisterCellStructForTest(0xA9B40101u, cellB);
// Straddle the portal plane so both cells are in the set.
var sphereCenter = new Vector3(2.0f, 0f, 2.5f);
CellTransit.FindCellSet(cache, sphereCenter, 0.5f, 0xA9B40100u, out var cellSet);
Assert.Equal(0xA9B40100u, cellSet.First()); // current cell at index 0
}
// Interior-wins over the outdoor fallback: while an interior cell still
// contains the centre, it wins even though the exit portal also added the
// outdoor landcell to the set (retail interior-wins-break, pc:308814-308819).
[Fact]
public void IndoorWithExitPortal_InteriorWinsWhileItContainsCentre()
{
// Interior cell at the landblock origin with an exit portal at local x=2.5;
// Leaf BSP contains any point. Centre at local (0,12,2.5) is INSIDE the cell
// and NOT across the exit plane, so interior must win even though the head
// sphere / exit logic may add the outdoor landcell.
var exitCell = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0xFFFF, flags: 0);
var cache = new PhysicsDataCache();
cache.RegisterCellStructForTest(0xA9B40100u, exitCell);
var sphereCenter = new Vector3(0f, 12f, 2.5f);
uint containing = CellTransit.FindCellSet(cache, sphereCenter, 0.5f, 0xA9B40100u, out _);
Assert.Equal(0xA9B40100u, containing); // interior-wins, not the outdoor landcell
}
}