Rewrites src/AcDream.Core/Physics/InterpolationManager.cs from the spec in docs/research/2026-05-04-l3-port/04-interp-manager.md. Public API preserved (Vector3-returning AdjustOffset, Enqueue, Clear, IsActive, Count) so PositionManager + GameWindow callers continue to compile; internals are full retail spec. Bug fixes vs prior port (audit 04-interp-manager.md § 7): #1 progress_quantum accumulates dt (sum of frame deltas), not step magnitude. Retail line 353140; the prior port's `+= step` made the secondary stall ratio meaningless. #3 Far-branch Enqueue (dist > AutonomyBlipDistance = 100m) sets _failCount = StallFailCountThreshold + 1 = 4, so the next AdjustOffset call's post-stall check fires an immediate blip-to- tail snap. Retail line 352944. Prior port silently drifted toward far targets at catch-up speed instead of teleporting. #4 Secondary stall test ports the retail formula verbatim: cumulative / progress_quantum / dt < CREATURE_FAILED_INTERPOLATION_PERCENTAGE. Audit notes the units are 1/sec (likely Turbine bug or x87 FPU misread by Binary Ninja) — mirrored byte-for-byte regardless. #5 Tail-prune is a tail-walking loop, not a single-tail compare. Multiple consecutive stale tail entries within DesiredDistance (0.05 m) of the new target collapse together. Retail line 352977. #6 Cap-eviction at the HEAD when count reaches 20 (already correct in the prior port; verified). New API: Enqueue gains an optional `currentBodyPosition` parameter so the far-branch detection can reference the body when the queue is empty. Backward-compatible (default null = pre-far-branch behavior). UseTime collapsed into AdjustOffset's tail (post-stall blip check) since acdream has no per-tick UseTime call separate from adjust_offset; identical semantic outcome. State fields renamed to retail names with sentinel values: _frameCounter, _progressQuantum, _originalDistance (init = 999999f sentinel per retail line 0x00555D30 ctor), _failCount. Tests: - 17/17 InterpolationManagerTests green. - New test Enqueue_FarBranch_PrearmsImmediateBlipOnNextAdjustOffset pins the bug #3 fix: enqueueing 150 m away triggers a same-tick blip (delta length ≈ 150 m), and the queue clears. Spec tree: 17 research docs (00–14) under docs/research/2026-05-04-l3-port/. 00-master-plan + 00-port-plan describe the 8-phase rollout. 01-per-tick, 03-up-routing, 04-interp-manager, 05-position-manager-and-partarray, 06-acdream-audit, 14-local-player-audit are the L.3 spec used by this commit and the M2 follow-up. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
430 lines
18 KiB
C#
430 lines
18 KiB
C#
using System;
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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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// ─────────────────────────────────────────────────────────────────────────────
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// InterpolationManagerTests — covers the retail CPhysicsObj interpolation
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// queue port (L.3.1 Task 1).
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//
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// Source addresses tested:
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// CPhysicsObj::InterpolateTo acclient @ 0x005104F0 (Enqueue)
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// InterpolationManager::adjust_offset acclient @ 0x00555D30 (AdjustOffset)
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// InterpolationManager::UseTime acclient @ 0x00555F20 (blip-to-tail)
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// ─────────────────────────────────────────────────────────────────────────────
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public sealed class InterpolationManagerTests
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{
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// ── helpers ───────────────────────────────────────────────────────────────
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/// <summary>Origin used as the "body is here" position in most tests.</summary>
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private static readonly Vector3 BodyOrigin = Vector3.Zero;
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/// <summary>A position clearly outside DesiredDistance (= 0.05 m).</summary>
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private static readonly Vector3 FarTarget = new Vector3(10f, 0f, 0f);
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private static InterpolationManager Make() => new InterpolationManager();
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// =========================================================================
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// Queue mechanics
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// =========================================================================
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[Fact]
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public void Enqueue_AddsNode_QueueBecomesActive()
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{
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var mgr = Make();
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Assert.False(mgr.IsActive);
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mgr.Enqueue(FarTarget, heading: 0f, isMovingTo: true);
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Assert.True(mgr.IsActive);
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}
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[Fact]
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public void Enqueue_DropsOldestWhenAtCap20()
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{
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var mgr = Make();
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// Fill the queue to cap with distinct positions spaced far enough
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// apart to avoid the duplicate-prune threshold (DesiredDistance = 0.05).
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for (int i = 0; i < InterpolationManager.QueueCap; i++)
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{
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mgr.Enqueue(new Vector3(i * 1f, 0f, 0f), heading: 0f, isMovingTo: true);
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}
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// Sanity: queue is at cap before the 21st enqueue.
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Assert.Equal(InterpolationManager.QueueCap, mgr.Count);
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// The 21st enqueue must drop the oldest (x=0) and keep the count at cap.
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mgr.Enqueue(new Vector3(100f, 0f, 0f), heading: 0f, isMovingTo: true);
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// Count must still be QueueCap — not QueueCap+1.
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Assert.Equal(InterpolationManager.QueueCap, mgr.Count);
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// The head (oldest surviving node) must now be x=1 (the second-original
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// position), not x=0 (which was dropped). Verify by driving the body
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// to exactly x=1 — AdjustOffset must pop that node (distance < DesiredDistance)
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// and return zero, confirming x=1 is the head.
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var bodyAtSecondOriginal = new Vector3(1f, 0f, 0f);
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var result = mgr.AdjustOffset(
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dt: 0.016,
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currentBodyPosition: bodyAtSecondOriginal,
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maxSpeedFromMinterp: 10f);
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// Reached head (dist ≈ 0) → zero delta + node popped.
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Assert.Equal(Vector3.Zero, result);
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// One node was consumed; count must now be QueueCap - 1.
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Assert.Equal(InterpolationManager.QueueCap - 1, mgr.Count);
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}
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[Fact]
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public void Enqueue_AtCap20_HeadIsSecondOriginal()
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{
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// Complementary test for the cap overflow: after 21 enqueues the
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// second-enqueued position (x=1) must be at the head, not x=0.
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var mgr = Make();
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for (int i = 0; i < InterpolationManager.QueueCap; i++)
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{
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mgr.Enqueue(new Vector3(i * 1f, 0f, 0f), heading: 0f, isMovingTo: true);
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}
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mgr.Enqueue(new Vector3(100f, 0f, 0f), heading: 0f, isMovingTo: true);
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// Place the body far away from x=0 but RIGHT on x=1. If x=0 were the
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// head the result would be non-zero (body is 1 m away from x=0).
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// If x=1 is the head the distance is 0 → pop → zero return.
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var bodyAtX1 = new Vector3(1f, 0f, 0f);
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var delta = mgr.AdjustOffset(dt: 0.016, currentBodyPosition: bodyAtX1, maxSpeedFromMinterp: 10f);
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Assert.Equal(Vector3.Zero, delta);
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}
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[Fact]
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public void Enqueue_PrunesDuplicateWithinDesiredDistance()
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{
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var mgr = Make();
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var basePos = new Vector3(5f, 0f, 0f);
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mgr.Enqueue(basePos, heading: 0f, isMovingTo: true);
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// Within DesiredDistance (0.05) — must be ignored.
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var nearDuplicate = basePos + new Vector3(0.01f, 0f, 0f);
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mgr.Enqueue(nearDuplicate, heading: 0f, isMovingTo: true);
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// Confirm duplicate was not added: driving the body to basePos should
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// exhaust the queue in one pop, leaving it empty.
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// Position body exactly AT the target so AdjustOffset pops the head node.
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var result = mgr.AdjustOffset(dt: 0.016, currentBodyPosition: basePos, maxSpeedFromMinterp: 10f);
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Assert.Equal(Vector3.Zero, result); // reached → pop
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Assert.False(mgr.IsActive); // only one node existed
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}
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[Fact]
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public void Clear_EmptiesQueueAndResetsCounters()
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{
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var mgr = Make();
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mgr.Enqueue(FarTarget, heading: 0f, isMovingTo: true);
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Assert.True(mgr.IsActive);
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mgr.Clear();
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Assert.False(mgr.IsActive);
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// After Clear, AdjustOffset must return zero (no stale state).
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var delta = mgr.AdjustOffset(dt: 0.016, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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Assert.Equal(Vector3.Zero, delta);
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}
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// =========================================================================
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// AdjustOffset math
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// =========================================================================
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[Fact]
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public void AdjustOffset_EmptyQueue_ReturnsZero()
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{
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var mgr = Make();
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var delta = mgr.AdjustOffset(dt: 0.016, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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Assert.Equal(Vector3.Zero, delta);
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}
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[Fact]
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public void AdjustOffset_ReachesNodeWithinDesiredDistance_PopsHead()
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{
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var mgr = Make();
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var target = new Vector3(0.02f, 0f, 0f); // within DesiredDistance (0.05)
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mgr.Enqueue(target, heading: 0f, isMovingTo: true);
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// Body is at origin; distance = 0.02 < 0.05 → should pop and return zero.
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var delta = mgr.AdjustOffset(dt: 0.016, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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Assert.Equal(Vector3.Zero, delta);
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Assert.False(mgr.IsActive, "Head node should have been popped after being reached");
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}
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[Fact]
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public void AdjustOffset_ClampedToCatchUpSpeed_2xMotionMax()
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{
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var mgr = Make();
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float maxSpeed = 4.0f; // motion-table max speed
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double dt = 0.5; // large dt to make the math clear
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// target is far enough that there's no overshoot clamping
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var target = new Vector3(100f, 0f, 0f);
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mgr.Enqueue(target, heading: 0f, isMovingTo: true);
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var delta = mgr.AdjustOffset(dt, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: maxSpeed);
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// Expected step = catchUpSpeed * dt = (maxSpeed * 2.0) * dt = 4.0
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float expectedStep = maxSpeed * InterpolationManager.MaxInterpolatedVelocityMod * (float)dt;
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Assert.Equal(expectedStep, delta.Length(), precision: 4);
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}
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[Fact]
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public void AdjustOffset_FallbackSpeed_WhenMinterpZero()
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{
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var mgr = Make();
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double dt = 0.5;
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var target = new Vector3(100f, 0f, 0f);
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mgr.Enqueue(target, heading: 0f, isMovingTo: true);
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// maxSpeedFromMinterp = 0 → fallback to MaxInterpolatedVelocity (7.5)
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var delta = mgr.AdjustOffset(dt, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 0f);
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float expectedStep = InterpolationManager.MaxInterpolatedVelocity * (float)dt;
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Assert.Equal(expectedStep, delta.Length(), precision: 4);
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}
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[Fact]
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public void AdjustOffset_OvershootProtection_StepClampedToDistance()
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{
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var mgr = Make();
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float maxSpeed = 10f;
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double dt = 1.0; // step = 2*10*1.0 = 20 >> actual distance
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// Place target just 0.5 m away — inside the step distance.
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var target = new Vector3(0.5f, 0f, 0f);
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mgr.Enqueue(target, heading: 0f, isMovingTo: true);
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var delta = mgr.AdjustOffset(dt, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: maxSpeed);
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// Step should be clamped to dist (0.5), not the unclamped 20.
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Assert.Equal(0.5f, delta.Length(), precision: 4);
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}
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// =========================================================================
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// Stall detection
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// =========================================================================
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[Fact]
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public void AdjustOffset_StallCounterIncrementsEachFrame()
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{
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// Run 4 frames (< StallCheckFrameInterval = 5) with a body that does
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// not move — the queue should still be active (no blip yet).
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var mgr = Make();
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var target = new Vector3(10f, 0f, 0f);
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mgr.Enqueue(target, heading: 0f, isMovingTo: true);
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// Body does NOT move — we pass the same fixed position each frame.
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for (int i = 0; i < 4; i++)
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{
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mgr.AdjustOffset(dt: 0.016, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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}
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// After 4 frames (<5) the stall check hasn't fired yet, queue intact.
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Assert.True(mgr.IsActive);
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}
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[Fact]
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public void AdjustOffset_NoProgressMarksFail_AfterFiveFrames()
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{
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// Body stays at origin every frame — zero real progress.
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// After 5 frames the stall check fires and _failCount increments (to 1).
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// Queue must still be alive (blip only at > StallFailCountThreshold = 3).
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var mgr = Make();
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var target = new Vector3(50f, 0f, 0f);
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mgr.Enqueue(target, heading: 0f, isMovingTo: true);
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for (int i = 0; i < InterpolationManager.StallCheckFrameInterval; i++)
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{
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mgr.AdjustOffset(dt: 0.016, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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}
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// 1 fail < StallFailCountThreshold (3), so queue is still active.
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Assert.True(mgr.IsActive);
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}
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[Fact]
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public void AdjustOffset_GoodProgressResetsFailCount()
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{
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// Simulate: body truly advances toward target each frame.
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// After each check-interval the fail counter should reset to 0
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// (because progress ≥ 30% of expected).
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var mgr = Make();
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var origin = Vector3.Zero;
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var target = new Vector3(50f, 0f, 0f);
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float maxSpd = 4f;
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double dt = 0.016;
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mgr.Enqueue(target, heading: 0f, isMovingTo: true);
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// Run 5 frames, advancing the body by the actual delta returned each time.
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Vector3 bodyPos = origin;
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for (int i = 0; i < InterpolationManager.StallCheckFrameInterval; i++)
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{
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var delta = mgr.AdjustOffset(dt, currentBodyPosition: bodyPos, maxSpeedFromMinterp: maxSpd);
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bodyPos += delta; // body truly moves
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}
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// After 5 frames of genuine progress, queue must still be active
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// (no blip) and _failCount should have been reset to 0 (no way to read
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// it directly, but we verify indirectly: we'd need 3×5=15 more frames
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// of stalling to blip — a further 5-frame no-progress window at this
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// point should only bring _failCount to 1, not trigger a blip).
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Assert.True(mgr.IsActive);
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}
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[Fact]
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public void AdjustOffset_3FailsTriggersBlipToTail()
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{
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// Need > StallFailCountThreshold (3) failures.
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// Each failure requires one stall-check window (5 frames of no progress).
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// So we need 4 × 5 = 20 frames with the body frozen at origin.
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//
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// Also enqueue a SECOND node (the tail) different from the first, so we
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// can verify the snap is to the tail, not the head.
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var mgr = Make();
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var head = new Vector3(10f, 0f, 0f);
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var tail = new Vector3(30f, 0f, 0f);
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mgr.Enqueue(head, heading: 0f, isMovingTo: true);
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mgr.Enqueue(tail, heading: 0f, isMovingTo: true);
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// 4 stall-check windows × 5 frames each = 20 frames, body never moves.
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Vector3? blipDelta = null;
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const int totalFrames = (InterpolationManager.StallFailCountThreshold + 1)
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* InterpolationManager.StallCheckFrameInterval;
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for (int i = 0; i < totalFrames; i++)
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{
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var delta = mgr.AdjustOffset(dt: 0.016, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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if (delta.Length() > 1f) // blip delta will be >> normal per-frame step
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{
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blipDelta = delta;
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break;
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}
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}
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// Blip must have fired.
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Assert.NotNull(blipDelta);
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// Blip delta = tailPos − currentBodyPosition = (30,0,0) − (0,0,0)
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Assert.Equal(tail.X, blipDelta!.Value.X, precision: 4);
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Assert.Equal(tail.Y, blipDelta!.Value.Y, precision: 4);
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Assert.Equal(tail.Z, blipDelta!.Value.Z, precision: 4);
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// Queue must be cleared after blip (retail StopInterpolating).
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Assert.False(mgr.IsActive);
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}
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// =========================================================================
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// New tests: I-1 first-window false-positive guard, I-3 dt guard, I-5 cap
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// =========================================================================
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[Fact]
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public void AdjustOffset_FirstWindow_DoesNotFalseFail()
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{
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// Before the fix, _distanceAtWindowStart defaulted to 0, so on the
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// first 5-frame window cumulative_progress = 0 - dist = -dist < 0.20
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// → every new motion sequence triggered a spurious stall fail.
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//
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// After the fix, the baseline is seeded from the first call, so
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// cumulative_progress = dist(frame0) - dist(frame4) which for a body
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// that hasn't moved yet is ≈ 0. That is still < MIN (0.20), but the
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// _failCount starts at 0 and must be > 3 (not == 1) to blip. The key
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// assertion is that after exactly ONE stall window the queue is still
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// alive (fail count == 1, blip requires > 3).
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var mgr = Make();
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mgr.Enqueue(new Vector3(50f, 0f, 0f), heading: 0f, isMovingTo: true);
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// Run exactly one check-window (5 frames) with the body frozen.
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for (int i = 0; i < InterpolationManager.StallCheckFrameInterval; i++)
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{
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mgr.AdjustOffset(dt: 0.016, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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}
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// One window fail → _failCount == 1, far below StallFailCountThreshold (3).
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// Queue must still be active; no spurious blip on first window.
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Assert.True(mgr.IsActive,
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"First stall window must NOT trigger a blip (would require > 3 consecutive failures).");
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}
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// =========================================================================
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// Far-branch enqueue: when the new target is beyond AutonomyBlipDistance
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// (100 m outdoor) of the reference (tail or body), retail
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// InterpolationManager::InterpolateTo (acclient @ 0x00555B20 line 352944)
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// sets node_fail_counter = 4 so the very next stall-check blips to the
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// tail. Audit 04-interp-manager.md § 7 gap #3.
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//
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// Effect: the body teleports to the freshly-enqueued tail on the first
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// adjust_offset call after a far enqueue, instead of drifting toward it
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// at catch-up speed. Critical for >100 m server-side teleports / cell
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// crossings on observed remotes.
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// =========================================================================
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[Fact]
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public void Enqueue_FarBranch_PrearmsImmediateBlipOnNextAdjustOffset()
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{
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var mgr = Make();
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// Target > AutonomyBlipDistance (100 m) from origin → far branch.
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var farTarget = new Vector3(150f, 0f, 0f);
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mgr.Enqueue(farTarget, heading: 0f, isMovingTo: true, currentBodyPosition: BodyOrigin);
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// Single AdjustOffset call: body still at origin, queue has 1 node,
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// node_fail_counter = 4 (set by far-branch enqueue) > 3 threshold,
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// so the very first stall-check fires a blip to the tail.
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//
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// The blip delta should be the full far distance (≈150 m), not a
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// single per-frame catch-up step.
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Vector3? blipDelta = null;
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for (int i = 0; i < InterpolationManager.StallCheckFrameInterval; i++)
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{
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var delta = mgr.AdjustOffset(dt: 0.016, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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// Blip fires when delta >> per-frame step. Per-frame step at
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// 4 m/s × 2 (mod) × 0.016 s = 0.128 m. Blip is 150 m.
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if (delta.Length() > 50f)
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{
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blipDelta = delta;
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break;
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}
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}
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Assert.NotNull(blipDelta);
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Assert.Equal(150f, blipDelta!.Value.X, precision: 4);
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Assert.False(mgr.IsActive, "Queue must be cleared after blip.");
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}
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[Fact]
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public void AdjustOffset_DtZeroOrNegative_ReturnsZero()
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{
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var mgr = Make();
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mgr.Enqueue(FarTarget, heading: 0f, isMovingTo: true);
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// dt == 0 → guard fires, return zero, no side-effects.
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var deltaZero = mgr.AdjustOffset(dt: 0.0, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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Assert.Equal(Vector3.Zero, deltaZero);
|
||
|
||
// dt < 0 → guard fires, return zero.
|
||
var deltaNeg = mgr.AdjustOffset(dt: -1.0, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
|
||
Assert.Equal(Vector3.Zero, deltaNeg);
|
||
|
||
// dt = NaN → guard fires, return zero.
|
||
var deltaNaN = mgr.AdjustOffset(dt: double.NaN, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
|
||
Assert.Equal(Vector3.Zero, deltaNaN);
|
||
|
||
// Queue must still be intact (guards did not consume or corrupt state).
|
||
Assert.True(mgr.IsActive);
|
||
}
|
||
}
|