The per-building join diagnostic PASSES (001a/0022 portal tables lead exactly to the traced a9b4016x punch cells; every BSP PortalRef indexes validly), and the eight-arm gate-decode sweep proves NO plane-sign x side-flag combination reproduces retail. Together they pin the missing mechanism: CEnvCell::GetVisible gates punches by the LOADED interior cell set around the player - retail punched only the two buildings nearest the player cell; the replay loads every interior so geometry alone over-punches. Next port piece: the interior load radius (the landcell stab-list pull). Both diagnostics stay in the suite (the sweep Skip-parked with the verdict). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
78 lines
3.4 KiB
C#
78 lines
3.4 KiB
C#
using AcDream.App.Tests.Rendering;
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using AcDream.App.Rendering.Walk;
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using DatReaderWriter;
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using DatReaderWriter.Options;
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using System.Text;
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namespace AcDream.App.Tests.Rendering.Walk;
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/// <summary>
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/// FW1 look-in adjudication instrument: retail's street-outdoor trace
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/// punched look-ins ONLY at buildings a9b4001a (cells 16e,16a,16c) and
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/// a9b40022 (164,162,167,169). This pins the data-side join: those cells
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/// must be reachable through the respective building's portal table, and
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/// every drawing-BSP PortalRef must index INTO that table. A failure
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/// message carries the full dump for adjudication.
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/// </summary>
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[Trait("Lane", "InstalledDat")]
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public sealed class WalkBuildingJoinDiagnosticTests
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{
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[Theory]
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[InlineData(0xA9B4001Au, new uint[] { 0xA9B4016Eu, 0xA9B4016Au, 0xA9B4016Cu })]
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[InlineData(0xA9B40022u, new uint[] { 0xA9B40164u, 0xA9B40162u, 0xA9B40167u, 0xA9B40169u })]
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public void Traced_lookin_cells_are_reachable_through_the_building_portal_table(
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uint buildingCellId, uint[] tracedLookInCells)
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{
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string? datDir = CornerFloodReplayTests.ResolveDatDir();
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if (datDir is null)
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{
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Assert.Fail("Lane=InstalledDat requires an installed retail DAT directory.");
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}
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using var dats = new DatCollection(datDir!, DatAccessType.Read);
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List<WalkWorldDatAdapter.BuildingEntry> entries =
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WalkWorldDatAdapter.BuildBuildings(dats, 0xA9B40000u);
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WalkBuilding building = Assert.Single(
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entries, e => e.Building.PositionCellId == buildingCellId).Building;
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var dump = new StringBuilder();
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dump.AppendLine($"building {buildingCellId:x8}: {building.Portals.Length} portals");
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var directCells = new HashSet<uint>();
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for (int i = 0; i < building.Portals.Length; i++)
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{
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ref WalkBldPortal p = ref building.Portals[i];
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directCells.Add(p.OtherCellId);
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dump.AppendLine(
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$" portal[{i}]: side={p.PortalSide} exact={p.ExactMatch} "
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+ $"other={p.OtherCellId:x8} otherPortal={p.OtherPortalId} "
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+ $"stabs=[{string.Join(',', p.StabList.Select(s => s.ToString("x8")))}]");
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}
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var bspJoins = new List<int>();
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CollectPortalIndices(building.DrawingBsp, bspJoins);
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dump.AppendLine($" BSP PortalRef indices: [{string.Join(',', bspJoins)}]");
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// Every BSP portal ref must join into the portal table.
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Assert.All(bspJoins, i => Assert.InRange(i, 0, building.Portals.Length - 1));
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// Every traced look-in cell must be directly behind a portal or in a
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// portal's stab list (the flood reaches deeper cells through those).
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var reachable = new HashSet<uint>(directCells);
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foreach (WalkBldPortal p in building.Portals)
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foreach (uint stab in p.StabList)
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reachable.Add(stab);
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foreach (uint traced in tracedLookInCells)
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{
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Assert.True(
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reachable.Contains(traced),
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$"traced look-in cell {traced:x8} is not reachable\n{dump}");
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}
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}
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private static void CollectPortalIndices(WalkBspNode? node, List<int> into)
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{
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if (node is null) return;
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if (node.InPortals is not null)
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into.AddRange(node.InPortals.Select(p => p.PortalIndex));
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CollectPortalIndices(node.PosNode, into);
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CollectPortalIndices(node.NegNode, into);
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}
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}
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