acdream/tests/AcDream.Runtime.Tests/Gameplay/LocalPlayerImmediatePositionTests.cs
Erik 6921a02744 refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1)
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>
2026-08-05 14:11:31 +02:00

114 lines
4.5 KiB
C#

using System.Buffers.Binary;
using System.Net;
using System.Numerics;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Runtime.Gameplay;
namespace AcDream.Runtime.Tests.Gameplay;
public sealed class LocalPlayerImmediatePositionTests
{
[Fact]
public void ForcePositionAcknowledgement_SendsOneExactAutonomousPositionAndStampsIt()
{
using var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000));
session.PublishAcceptedLocalPhysicsTimestamps(
instance: 11,
serverControlledMove: 12,
teleport: 13,
forcePosition: 14);
var sent = new List<byte[]>();
session.GameActionCapture = sent.Add;
PlayerMovementController player = GroundedPlayer();
Position preTurnCanonical = player.CellPosition;
Quaternion rotation = Quaternion.Normalize(
Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 0.7f));
player.SetBodyOrientation(rotation);
Assert.NotEqual(rotation, preTurnCanonical.Frame.Orientation);
Assert.True(player.TryGetOutboundPosition(out Position outboundPosition));
var outbound = new LocalPlayerOutboundController((_, _, _, _, _, _) => { });
outbound.SendImmediatePosition(session, player);
byte[] body = Assert.Single(sent);
Assert.Equal(56, body.Length);
Assert.Equal(AutonomousPosition.GameActionOpcode, U32(body, 0));
Assert.Equal(1u, U32(body, 4));
Assert.Equal(AutonomousPosition.AutonomousPositionAction, U32(body, 8));
Assert.Equal(outboundPosition.ObjCellId, U32(body, 12));
Assert.Equal(outboundPosition.Frame.Origin.X, F32(body, 16));
Assert.Equal(outboundPosition.Frame.Origin.Y, F32(body, 20));
Assert.Equal(outboundPosition.Frame.Origin.Z, F32(body, 24));
Assert.Equal(rotation.W, F32(body, 28), precision: 6);
Assert.Equal(rotation.X, F32(body, 32), precision: 6);
Assert.Equal(rotation.Y, F32(body, 36), precision: 6);
Assert.Equal(rotation.Z, F32(body, 40), precision: 6);
Assert.Equal((ushort)11, U16(body, 44));
Assert.Equal((ushort)12, U16(body, 46));
Assert.Equal((ushort)13, U16(body, 48));
Assert.Equal((ushort)14, U16(body, 50));
Assert.Equal((byte)1, body[52]);
Assert.True(player.TryGetOutboundPosition(out Position currentOutbound));
Assert.False(player.ShouldSendPositionEvent(
currentOutbound,
player.ContactPlane,
player.SimTimeSeconds));
}
[Fact]
public void ImmediateAcknowledgement_RequiresSessionPlayerAndGroundContact()
{
using var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000));
var sent = new List<byte[]>();
session.GameActionCapture = sent.Add;
var outbound = new LocalPlayerOutboundController((_, _, _, _, _, _) => { });
PlayerMovementController grounded = GroundedPlayer();
outbound.SendImmediatePosition(null, grounded);
outbound.SendImmediatePosition(session, null);
outbound.SendImmediatePosition(
session,
new PlayerMovementController(new PhysicsEngine()));
Assert.Empty(sent);
}
private static PlayerMovementController GroundedPlayer()
{
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 player = new PlayerMovementController(engine);
player.SeedPlacementForTest(
new Vector3(96f, 97f, 50f),
0xA9B40001u,
new Vector3(96f, 97f, 50f));
Assert.True(player.CanSendPositionEvent);
return player;
}
private static uint U32(byte[] body, int offset) =>
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(offset, 4));
private static ushort U16(byte[] body, int offset) =>
BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(offset, 2));
private static float F32(byte[] body, int offset) =>
BitConverter.Int32BitsToSingle(
BinaryPrimitives.ReadInt32LittleEndian(body.AsSpan(offset, 4)));
}