acdream/tests/AcDream.Core.Tests/Physics/CellGraphMembershipTests.cs
Erik 79fb6e7c23 fix(render): doorway blue-hole — render root clobbered by NPCs (CurrCell per-entity write)
THE doorway flap root cause, found via [flap-cam]/[shell]/[cell-transit] (2026-06-03):
the player spawned + stood still in the room (cell 0171, NO [cell-transit] after teleport),
yet the render rooted at the vestibule (0170) for all 77,951 frames — drawing only 0170's
~8-triangle shell, the rest = GL clear color = the bluish void.

CellGraph.CurrCell IS "the player's cell" (the render root), but it was written by
SetCurrAndReturn inside the PER-ENTITY ResolveWithTransition + ResolveCellId — so EVERY NPC
wrote it. A Holtburg NPC (0x000F4240) jump-looping near the doorway clobbered the player's
render root every tick. Standing still (player makes no resolve calls) the NPC's write wins
→ stuck blue void; moving, player/NPC writes fight → the flap. This is why the membership
pick fix (correct, kept) didn't change the visual — the render root was clobbered regardless.

Fix: CurrCell is now written ONLY by the player. New PhysicsEngine.UpdatePlayerCurrCell is
called from PlayerMovementController.UpdateCellId — the single player-only chokepoint for
CellId (teleport / server snap @ SetPosition + per-frame resolver). Removed the CurrCell
write from SetCurrAndReturn (inlined the 2 resolve call sites to sp.CurCellId) and the 4
ResolveCellId sites. NPCs no longer touch the render root. Teleport→UpdateCellId also covers
spawn/standing-still (CurrCell = the player's spawn cell immediately).

CellGraphMembershipTests rewritten to the new contract (3 tests): UpdatePlayerCurrCell writes
the render root; ResolveCellId does NOT (the blue-hole guard); stale-beats-null preserved.
Full Core suite: 1295 pass / 5 fail = the documented §10 baseline, zero new breakage.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-03 10:12:38 +02:00

77 lines
3.1 KiB
C#

using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using DatReaderWriter.Types;
using Xunit;
using DatEnvCell = DatReaderWriter.DBObjs.EnvCell;
namespace AcDream.Core.Tests.Physics;
// 2026-06-03 blue-hole fix: CellGraph.CurrCell IS "the player's cell" (CellGraph.cs:19) — it roots
// the indoor render (GameWindow.OnRender). It is written ONLY by the player-only
// PhysicsEngine.UpdatePlayerCurrCell (called from PlayerMovementController.UpdateCellId, the single
// player chokepoint for CellId), NOT by the per-entity ResolveCellId / ResolveWithTransition. Before
// the fix, those per-entity paths wrote CurrCell, so a Holtburg NPC jump-looping near the cottage
// doorway clobbered the player's render root every tick → the render rooted at the NPC's tiny
// connector cell → the cottage doorway "blue-hole" flap.
public class CellGraphMembershipTests
{
private static PhysicsEngine MakeEngineWithCell(uint cellId)
{
var engine = new PhysicsEngine();
var cache = new PhysicsDataCache();
engine.DataCache = cache;
var cs = new CellStruct
{
VertexArray = new VertexArray { Vertices = new Dictionary<ushort, SWVertex>() },
Polygons = new Dictionary<ushort, Polygon>(),
PhysicsBSP = null,
};
var dat = new DatEnvCell
{
Flags = (DatReaderWriter.Enums.EnvCellFlags)0,
CellPortals = new List<DatReaderWriter.Types.CellPortal>(),
VisibleCells = new List<ushort>(),
};
cache.CacheCellStruct(cellId, dat, cs, Matrix4x4.Identity); // registers in the graph (W1)
return engine;
}
[Fact]
public void UpdatePlayerCurrCell_Resolved_WritesCurrCellTrackingTheId()
{
var engine = MakeEngineWithCell(0xA9B40174u);
engine.UpdatePlayerCurrCell(0xA9B40174u);
Assert.NotNull(engine.DataCache!.CellGraph.CurrCell);
Assert.Equal(0xA9B40174u, engine.DataCache.CellGraph.CurrCell!.Id);
}
[Fact]
public void UpdatePlayerCurrCell_UnresolvableId_LeavesCurrCellUnchanged()
{
var engine = MakeEngineWithCell(0xA9B40174u);
engine.UpdatePlayerCurrCell(0xA9B40174u); // CurrCell = 0174
engine.UpdatePlayerCurrCell(0xDEADBEEFu); // not in the graph → stale beats null
Assert.NotNull(engine.DataCache!.CellGraph.CurrCell);
Assert.Equal(0xA9B40174u, engine.DataCache.CellGraph.CurrCell!.Id);
}
// Guards the blue-hole fix: the per-entity ResolveCellId must NOT touch the render root.
// (Only the player's UpdatePlayerCurrCell does.) Before the fix this wrote CurrCell, so a
// nearby NPC's ResolveCellId/ResolveWithTransition clobbered the player's render root.
[Fact]
public void ResolveCellId_DoesNotWriteTheRenderRoot()
{
var engine = MakeEngineWithCell(0xA9B40174u);
uint result = engine.ResolveCellId(new Vector3(0, 0, 0), 0.5f, 0xA9B40174u);
Assert.Equal(0xA9B40174u, result); // still resolves the cell correctly
Assert.Null(engine.DataCache!.CellGraph.CurrCell); // but does NOT write the render root
}
}