The A6.P4 port, fused into one installment per the BR-2 half-port lesson
(registration and query are co-dependent: flood-registering shells under
the old radial query would re-open #98 through the vestibule).
REGISTRATION (ShadowObjectRegistry rewritten):
- Register/RegisterMultiPart/UpdatePosition compute the cell set via
CellTransit.BuildShadowCellSet (the C2 find_cell_list flood) seeded by
the entity's m_position cell id; the private 24m XY-grid rectangle and
its single-landblock clamp are deleted. Flood spheres follow retail's
CylSphere rule (base point + cyl radius, cap 10; BSP bounding-sphere
fallback - Ghidra 0x0052b9f0). Statics flood with the do_not_load
prune; dynamics (server spawns, isStatic:false) without.
- Keep-when-empty (SetPositionInternal num_cells gate, pc:283540): a
failed flood leaves the previous registration in place.
- RefloodLandblock: streaming-race hook re-runs the flood when a
landblock's cells hydrate (retail init_objects -> recalc_cross_cells,
Ghidra 0x0052b420/0x00515a30); wired at GameWindow's hydration tail.
- GameWindow sites pass the server position's full cell id as the seed
(spawn + UpdatePosition); the five static sites pass ParentCellId.
BUILDING CHANNEL (CSortCell.building shape):
- Building SHELLS are not shadow objects in retail (only caller of
find_building_collisions is CSortCell::find_collisions 0x005340aa;
one building per origin landcell, init_buildings 0x0052fd80 verified
verbatim + ACE cross-ref). IsBuildingShell entities skip the registry;
Transition.FindBuildingCollisions runs the shell part-0 BSP off
cache.GetBuilding(cellId) with bldg_check set around it
(find_building_collisions 0x006b5300), CollidedWithEnvironment on
non-Contact non-OK. BuildingPhysics.ModelId = pre-resolved part-0
GfxObj (0x02 Setups resolved at the CacheBuilding site).
- Placement/ethereal weakening: BSPQuery Path 1 passes center_solid=0
when BldgCheck && HitsInteriorCell (BSPTREE::find_collisions 0x0053a82e
+ placement_insert 0x005399d8) so doorway crossings don't hard-fail
against shell solids. SpherePath gains both retail fields;
HitsInteriorCell is rebuilt at every cell-array build
(build_cell_array reset 0x00509ef2 + find_cell_list/check_building_
transit set sites).
QUERY (retail per-cell order, transitional_insert 0x0050b6f0):
- TransitionalInsert per attempt: env -> building (LandCell only) ->
objects on the PRIMARY cell, then on OK the check_other_cells pass
(env -> building -> objects per OTHER overlapped cell) + the
carried-cell advance - the advance now happens AFTER all per-cell
object passes (the WF1 ordering divergence), with Adjusted/Slid
feeding the retry exactly like retail's OK_TS case.
- FindObjCollisionsInCell = CObjCell::find_obj_collisions (0x0052b750):
iterate ONLY the asked cell's list. DELETED: the radial 9-landblock
sweep, the +5m query pad, the b3ce505 indoor-primary gate, and the
isViewer exemption (the camera is bounded by interior cell-BSP env
collision - retail's own channel; CameraCornerSealReplayTests pins it
against real dat, and the new building-channel camera test pins the
outdoor stop).
TESTS: Core 1416/0/2 (was 1398 + 4 pre-existing #99-era fails + 1 skip),
App 225, UI 420, Net 294 - all green.
- 3 of the 4 #99-era reds flipped green as designed: the door apparatus
(Apparatus_Grounded_50cmOffCenter_FrontApproach_Blocks) and tick-13558
(indoor walkthrough) now assert the door BLOCKS; tick-22760 pins the
outdoor blocking invariant.
- The 4th (BSPStepUp D4) + 22760's lateral-slide delta are NOT cell-set
problems (probes prove the door is found + BSP-only dispatched;
BR-7 left both byte-identical) - filed as issue #116 (slide-response
family), D4 skipped with the issue reference.
- FindEnvCollisionsMultiCellTests migrated to the public entry (the A4
multi-cell halt now lives at the retail call site).
- New registry pins: per-cell query surface, outdoor-footprint-never-
indoor (#98 architectural), door-outdoor-cell membership, reflood.
- CameraCollisionIndoorTests rewritten against the building channel
(the isViewer-exemption pins died with the exemption).
Closes #99 (doors block both ways via registration-time cell membership
+ the straddle-spanning player cell array). #97 likely closed (the +5m
radial pad that produced phantom-collision candidates is gone) - verify
at T5. #98 stays closed ARCHITECTURALLY (outdoor footprints structurally
cannot reach interior cells; the cellar harness stays green).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
452 lines
19 KiB
C#
452 lines
19 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// Unit tests for <see cref="ShadowObjectRegistry"/> — Task 7 cell-based
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/// spatial index for object collision.
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/// </summary>
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public class ShadowObjectRegistryTests
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{
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private const uint LbId = 0xA9B40000u; // landblock prefix used throughout
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private const float OffX = 0f;
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private const float OffY = 0f;
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// -----------------------------------------------------------------------
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// Register / TotalRegistered
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// -----------------------------------------------------------------------
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[Fact]
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public void Register_SingleEntity_TotalRegisteredIsOne()
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{
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var reg = new ShadowObjectRegistry();
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reg.Register(1u, 0x01000001u, new Vector3(12f, 12f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId);
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Assert.Equal(1, reg.TotalRegistered);
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}
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[Fact]
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public void Register_SameEntityTwice_NoDuplicate()
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{
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var reg = new ShadowObjectRegistry();
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reg.Register(1u, 0x01000001u, new Vector3(12f, 12f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId);
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reg.Register(1u, 0x01000001u, new Vector3(13f, 12f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId); // re-register (position update)
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Assert.Equal(1, reg.TotalRegistered);
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}
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// -----------------------------------------------------------------------
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// GetObjectsInCell
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// -----------------------------------------------------------------------
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[Fact]
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public void GetObjectsInCell_EntityInCenter_ReturnedInExpectedCell()
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{
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// Entity at local (12, 12) = cell (0,0) = cellId prefix | 1.
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var reg = new ShadowObjectRegistry();
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reg.Register(42u, 0x01000002u, new Vector3(12f, 12f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId);
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uint cellId = LbId | 1u; // cx=0, cy=0 → 0*8+0+1 = 1
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var objs = reg.GetObjectsInCell(cellId);
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Assert.Single(objs);
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Assert.Equal(42u, objs[0].EntityId);
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}
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[Fact]
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public void GetObjectsInCell_EntitySpanning2Cells_RegisteredInBoth()
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{
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// Entity at local (24, 12) with radius=2 spans cells cx=0 and cx=1 in X.
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// Cell 0,0 = prefix|1; cell 1,0 = prefix|(1*8+0+1)=prefix|9.
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var reg = new ShadowObjectRegistry();
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reg.Register(7u, 0x01000003u, new Vector3(24f, 12f, 50f), Quaternion.Identity, 2f, OffX, OffY, LbId);
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uint cell00 = LbId | 1u; // cx=0, cy=0
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uint cell10 = LbId | 9u; // cx=1, cy=0
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Assert.Contains(reg.GetObjectsInCell(cell00), e => e.EntityId == 7u);
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Assert.Contains(reg.GetObjectsInCell(cell10), e => e.EntityId == 7u);
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}
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// -----------------------------------------------------------------------
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// Deregister
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// -----------------------------------------------------------------------
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[Fact]
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public void Deregister_RemovesFromAllCells()
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{
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var reg = new ShadowObjectRegistry();
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reg.Register(5u, 0x01000004u, new Vector3(24f, 12f, 50f), Quaternion.Identity, 2f, OffX, OffY, LbId);
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reg.Deregister(5u);
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Assert.Equal(0, reg.TotalRegistered);
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Assert.Empty(reg.GetObjectsInCell(LbId | 1u));
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Assert.Empty(reg.GetObjectsInCell(LbId | 9u));
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}
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[Fact]
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public void Deregister_NonexistentEntity_NoThrow()
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{
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var reg = new ShadowObjectRegistry();
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// Should not throw.
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reg.Deregister(999u);
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}
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// -----------------------------------------------------------------------
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// RemoveLandblock
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// -----------------------------------------------------------------------
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[Fact]
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public void RemoveLandblock_ClearsAllEntitiesForThatBlock()
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{
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const uint otherLb = 0xAAAA0000u;
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var reg = new ShadowObjectRegistry();
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reg.Register(1u, 0x01000001u, new Vector3(12f, 12f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId);
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// Entity 2 lives in otherLb whose world origin is at X=192. Place it at
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// world X=204 so localX = 204-192 = 12, which maps to cell (0,0) of otherLb.
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reg.Register(2u, 0x01000002u, new Vector3(204f, 12f, 50f), Quaternion.Identity, 1f, 192f, 0f, otherLb);
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reg.RemoveLandblock(LbId);
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Assert.Equal(1, reg.TotalRegistered); // entity 2 (otherLb) survives
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Assert.Empty(reg.GetObjectsInCell(LbId | 1u));
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}
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// -----------------------------------------------------------------------
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// Per-cell query surface (BR-7 / A6.P4 2026-06-11): GetObjectsInCell IS
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// the query — retail CObjCell::find_obj_collisions iterates only the
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// asked cell's shadow_object_list (Ghidra 0x0052b750). The former
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// radial GetNearbyObjects sweep is deleted; cell membership is the
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// broad phase.
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// -----------------------------------------------------------------------
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[Fact]
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public void PerCellQuery_EntityCell_ReturnsIt()
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{
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var reg = new ShadowObjectRegistry();
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reg.Register(10u, 0x01000005u, new Vector3(30f, 30f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId);
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// local (30,30) → landcell (1,1) → 1*8+1+1 = 10.
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var results = reg.GetObjectsInCell(LbId | 10u);
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Assert.Single(results);
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Assert.Equal(10u, results[0].EntityId);
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}
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[Fact]
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public void PerCellQuery_FarCell_ReturnsEmpty()
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{
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var reg = new ShadowObjectRegistry();
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// Entity at local (12, 12) — cell (0,0).
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reg.Register(11u, 0x01000006u, new Vector3(12f, 12f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId);
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// Cell (7,7) — far away. No spatial radius can reach across cells.
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Assert.Empty(reg.GetObjectsInCell(LbId | 64u));
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}
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[Fact]
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public void PerCellQuery_EntityInMultipleCells_OncePerCellList()
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{
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// Entity spans cells (0,0) and (1,0) (local X≈24, radius=2) via the
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// flood's boundary-neighbor adds. Each overlapped cell's list holds
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// the entry exactly once — retail tests an object once per iterated
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// cell (no cross-cell dedup exists in find_obj_collisions).
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var reg = new ShadowObjectRegistry();
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reg.Register(20u, 0x01000007u, new Vector3(24f, 12f, 50f), Quaternion.Identity, 2f, OffX, OffY, LbId);
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Assert.Single(reg.GetObjectsInCell(LbId | 1u), e => e.EntityId == 20u);
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Assert.Single(reg.GetObjectsInCell(LbId | 9u), e => e.EntityId == 20u);
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}
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// -----------------------------------------------------------------------
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// Cell ID formula
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// -----------------------------------------------------------------------
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[Theory]
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[InlineData(0f, 0f, 1u)] // cell (0,0) → index 0*8+0+1 = 1
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[InlineData(48f, 0f, 17u)] // cell (2,0) → 2*8+0+1 = 17
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[InlineData(0f, 48f, 3u)] // cell (0,2) → 0*8+2+1 = 3
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[InlineData(168f, 168f, 64u)] // cell (7,7) → 7*8+7+1 = 64
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public void GetObjectsInCell_CellIdFormula_Correct(float lx, float ly, uint expectedLow)
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{
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var reg = new ShadowObjectRegistry();
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// Small radius so entity sits in exactly one cell.
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reg.Register(99u, 0x01000008u, new Vector3(lx + 0.5f, ly + 0.5f, 50f), Quaternion.Identity, 0.1f, OffX, OffY, LbId);
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uint cellId = LbId | expectedLow;
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var objs = reg.GetObjectsInCell(cellId);
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Assert.Contains(objs, e => e.EntityId == 99u);
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}
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// -----------------------------------------------------------------------
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// UpdatePosition — Commit A of 2026-04-29 live-entity collision port
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// -----------------------------------------------------------------------
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[Fact]
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public void UpdatePosition_MovedEntity_NewCellOccupied()
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{
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// Entity starts at local (12, 12) — cell (0,0).
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var reg = new ShadowObjectRegistry();
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reg.Register(42u, 0x01000010u, new Vector3(12f, 12f, 50f), Quaternion.Identity, 0.5f, OffX, OffY, LbId);
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// Move to local (60, 12) — cell (2, 0). Same landblock.
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reg.UpdatePosition(42u, new Vector3(60f, 12f, 50f), Quaternion.Identity, OffX, OffY, LbId);
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// Old cell empty, new cell holds the entity.
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Assert.Empty(reg.GetObjectsInCell(LbId | 1u)); // cell (0,0)
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var newCell = reg.GetObjectsInCell(LbId | 17u); // cell (2,0) → 2*8+0+1
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Assert.Single(newCell);
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Assert.Equal(42u, newCell[0].EntityId);
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Assert.Equal(1, reg.TotalRegistered); // not duplicated
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}
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[Fact]
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public void UpdatePosition_PreservesFlags()
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{
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// Register with PK flags + PhysicsState; UpdatePosition must keep them.
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var reg = new ShadowObjectRegistry();
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reg.Register(50u, 0x01000011u, new Vector3(12f, 12f, 50f), Quaternion.Identity,
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0.5f, OffX, OffY, LbId,
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state: 0x4u, // ETHEREAL_PS
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flags: EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsPK);
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reg.UpdatePosition(50u, new Vector3(60f, 12f, 50f), Quaternion.Identity, OffX, OffY, LbId);
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var newCell = reg.GetObjectsInCell(LbId | 17u);
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Assert.Single(newCell);
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Assert.Equal(0x4u, newCell[0].State);
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Assert.Equal(EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsPK, newCell[0].Flags);
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}
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[Fact]
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public void UpdatePosition_UnregisteredEntity_NoOp()
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{
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var reg = new ShadowObjectRegistry();
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// Should not throw, should not register a new entity.
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reg.UpdatePosition(99u, new Vector3(12f, 12f, 50f), Quaternion.Identity, OffX, OffY, LbId);
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Assert.Equal(0, reg.TotalRegistered);
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}
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[Fact]
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public void Register_WithStateAndFlags_StoredOnEntry()
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{
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var reg = new ShadowObjectRegistry();
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reg.Register(60u, 0x01000012u, new Vector3(12f, 12f, 50f), Quaternion.Identity,
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0.5f, OffX, OffY, LbId,
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state: 0x10u, // IGNORE_COLLISIONS_PS
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flags: EntityCollisionFlags.IsImpenetrable);
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var entry = reg.GetObjectsInCell(LbId | 1u)[0];
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Assert.Equal(0x10u, entry.State);
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Assert.Equal(EntityCollisionFlags.IsImpenetrable, entry.Flags);
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}
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[Fact]
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public void Register_DefaultStateAndFlags_AreZeroAndNone()
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{
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var reg = new ShadowObjectRegistry();
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reg.Register(70u, 0x01000013u, new Vector3(12f, 12f, 50f), Quaternion.Identity,
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0.5f, OffX, OffY, LbId);
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var entry = reg.GetObjectsInCell(LbId | 1u)[0];
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Assert.Equal(0u, entry.State);
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Assert.Equal(EntityCollisionFlags.None, entry.Flags);
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}
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// -----------------------------------------------------------------------
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// UpdatePhysicsState — L.2g slice 1 (doors flip ETHEREAL post-spawn)
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// -----------------------------------------------------------------------
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[Fact]
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public void UpdatePhysicsState_FlipsEthereal_NextLookupSeesNewBits()
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{
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var reg = new ShadowObjectRegistry();
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const uint doorId = 0x000F4244u;
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reg.Register(doorId, 0x020019FFu, new Vector3(12f, 12f, 50f),
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Quaternion.Identity, 1f, OffX, OffY, LbId,
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state: 0u, flags: EntityCollisionFlags.None);
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var before = reg.AllEntriesForDebug().Single(e => e.EntityId == doorId);
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Assert.Equal(0u, before.State);
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reg.UpdatePhysicsState(doorId, 0x00000004u);
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var after = reg.AllEntriesForDebug().Single(e => e.EntityId == doorId);
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Assert.Equal(0x00000004u, after.State);
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}
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[Fact]
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public void UpdatePhysicsState_UnregisteredEntity_IsNoOp()
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{
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var reg = new ShadowObjectRegistry();
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reg.UpdatePhysicsState(0xDEADBEEFu, 0x00000004u);
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Assert.Equal(0, reg.TotalRegistered);
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}
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[Fact]
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public void UpdatePhysicsState_EntitySpanningMultipleCells_AllCellsUpdated()
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{
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var reg = new ShadowObjectRegistry();
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reg.Register(99u, 0x01000099u, new Vector3(24f, 12f, 50f),
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Quaternion.Identity, 2f, OffX, OffY, LbId,
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state: 0u);
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reg.UpdatePhysicsState(99u, 0x00000004u);
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uint cellA = LbId | 1u;
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uint cellB = LbId | (1u*8 + 0 + 1);
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var inA = reg.GetObjectsInCell(cellA).Single(e => e.EntityId == 99u);
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var inB = reg.GetObjectsInCell(cellB).Single(e => e.EntityId == 99u);
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Assert.Equal(0x00000004u, inA.State);
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Assert.Equal(0x00000004u, inB.State);
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}
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// -----------------------------------------------------------------------
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// BR-7 / A6.P4 (2026-06-11) — registration-side architecture pins.
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// The former query-side compensations (the b3ce505 indoor gate, the
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// portalReachableCells expansion, the isViewer exemption) are deleted;
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// these pin the registration shapes that replaced them.
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// -----------------------------------------------------------------------
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[Fact]
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public void Register_OutdoorSeed_DoorVisibleInItsOutdoorCell_NotInUnrelatedIndoorCell()
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{
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// Issue #99 architecture: a door registered at its outdoor cell is
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// found by iterating THAT cell's list — which the Transition reaches
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// from the indoor side when its sphere straddles the exit portal
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// (the cell array spans both cells at the threshold; retail
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// "covered twice" note, wf1-interior-collision.md). Without a
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// building bridge in the flood cache, the door floods outdoor-only.
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var reg = new ShadowObjectRegistry();
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const uint doorEntityId = 0x000F4244u;
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reg.Register(doorEntityId, 0x020019FFu, new Vector3(12f, 12f, 50f),
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Quaternion.Identity, 1f, OffX, OffY, LbId,
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ShadowCollisionType.Cylinder, cylHeight: 2.5f,
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isStatic: false);
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uint doorOutdoorCellId = LbId | 1u; // outdoor cell where door sits
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uint vestibuleCellId = LbId | 0x0145u; // indoor cell on the other side
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Assert.Contains(reg.GetObjectsInCell(doorOutdoorCellId), e => e.EntityId == doorEntityId);
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Assert.DoesNotContain(reg.GetObjectsInCell(vestibuleCellId), e => e.EntityId == doorEntityId);
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}
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[Fact]
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public void Register_OutdoorFootprint_NeverLandsInInteriorCells()
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{
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// The #98 shape, now closed at REGISTRATION: an outdoor-positioned
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// footprint (the old cottage GfxObj entry) floods into outdoor
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// landcells only — without a building-bridge admission its spheres
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// can never reach an interior cell's list, so a fully-interior
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// cellar query structurally cannot see it. (In production the
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// cottage SHELL additionally left the registry entirely — the
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// per-LandCell building channel owns it.)
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var reg = new ShadowObjectRegistry();
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const uint cottageEntityId = 0xA9B47900u;
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reg.Register(cottageEntityId, 0x01000A2Bu, new Vector3(12f, 12f, 90f),
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Quaternion.Identity, 5.5f, OffX, OffY, LbId);
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uint cellarCellId = LbId | 0x0146u;
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Assert.Empty(reg.GetObjectsInCell(cellarCellId));
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// And every cell it DID land in is outdoor.
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foreach (var entry in reg.AllEntriesForDebug())
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Assert.Equal(cottageEntityId, entry.EntityId);
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}
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[Fact]
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public void RefloodLandblock_RerunsFloodAfterCellsHydrate()
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{
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// The streaming race (spec §7 Q3 / retail init_objects →
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// recalc_cross_cells): an entity registered while its indoor seed
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// cell was unhydrated stays pinned to {seed}; once the cell (with a
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// portal neighbor) hydrates, RefloodLandblock re-runs the flood and
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// the neighbor appears in the set.
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var reg = new ShadowObjectRegistry();
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var cache = new PhysicsDataCache();
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reg.DataCache = cache;
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|
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const uint seedCell = 0xA9B40100u;
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const uint neighborCell = 0xA9B40101u;
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|
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reg.Register(77u, 0x01000009u, new Vector3(2.0f, 0f, 2.5f),
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Quaternion.Identity, 0.5f, OffX, OffY, LbId,
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seedCellId: seedCell, isStatic: false);
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|
|
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// Unhydrated seed → registered under the claimed cell only.
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Assert.Contains(reg.GetObjectsInCell(seedCell), e => e.EntityId == 77u);
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Assert.Empty(reg.GetObjectsInCell(neighborCell));
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|
|
|
// Hydrate the seed (portal to the neighbor at x=2.5) + the neighbor
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|
// (leaf BSP admits the straddling sphere), then re-flood.
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|
cache.RegisterCellStructForTest(seedCell,
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|
BuildShadowCellSetTests_MakeCellWithPortalAtRightWall(Matrix4x4.Identity, 0x0101));
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|
cache.RegisterCellStructForTest(neighborCell,
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|
BuildShadowCellSetTests_MakeLeafCell(Matrix4x4.CreateTranslation(5f, 0f, 0f)));
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|
|
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reg.RefloodLandblock(LbId);
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|
|
|
Assert.Contains(reg.GetObjectsInCell(seedCell), e => e.EntityId == 77u);
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|
Assert.Contains(reg.GetObjectsInCell(neighborCell), e => e.EntityId == 77u);
|
|
}
|
|
|
|
// Local copies of the BuildShadowCellSetTests fixture helpers (kept
|
|
// private per test class by repo convention).
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|
private static CellPhysics BuildShadowCellSetTests_MakeCellWithPortalAtRightWall(
|
|
Matrix4x4 worldTransform, ushort otherCellId)
|
|
{
|
|
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 System.Numerics.Plane(new Vector3(1, 0, 0), -2.5f),
|
|
NumPoints = 4,
|
|
SidesType = DatReaderWriter.Enums.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: otherCellId, polygonId: 10, flags: 0),
|
|
},
|
|
CellBSP = new DatReaderWriter.Types.CellBSPTree
|
|
{
|
|
Root = new DatReaderWriter.Types.CellBSPNode
|
|
{
|
|
Type = DatReaderWriter.Enums.BSPNodeType.Leaf,
|
|
},
|
|
},
|
|
};
|
|
}
|
|
|
|
private static CellPhysics BuildShadowCellSetTests_MakeLeafCell(Matrix4x4 worldTransform)
|
|
{
|
|
Matrix4x4.Invert(worldTransform, out var inv);
|
|
return new CellPhysics
|
|
{
|
|
WorldTransform = worldTransform,
|
|
InverseWorldTransform = inv,
|
|
Resolved = new Dictionary<ushort, ResolvedPolygon>(),
|
|
CellBSP = new DatReaderWriter.Types.CellBSPTree
|
|
{
|
|
Root = new DatReaderWriter.Types.CellBSPNode
|
|
{
|
|
Type = DatReaderWriter.Enums.BSPNodeType.Leaf,
|
|
},
|
|
},
|
|
};
|
|
}
|
|
}
|