acdream/tests/AcDream.Core.Tests
Erik 88348f6791 fix(physics): #299 — port retail's mover-side IsImpenetrable exemption branch
CollisionExemption checked only the TARGET's IsImpenetrable, and the class doc
asserted "retail's pseudo-C only checks the target's IsImpenetrable(); acdream
follows retail" while blaming ACE for checking both. That was backwards: ACE was
retail-faithful and acdream was missing half the check.

Retail short-circuits on EITHER the mover's own state & IS_IMPENETRABLE (0x80)
OR the target's IsImpenetrable(); either alone exempts. Verified at the byte
level rather than from the decompiler's rendering — Binary Ninja shows the mover
test as `int16_t state_1 ... if (state_1 < 0)`, which reads like a 0x8000 test,
but decoding the PDB-paired binary at the mapped offset gives:

    8b 43 04   mov  eax,[ebx+4]     ; mover object_info.state
    f6 c4 01   test ah,1            ; 0x100  IsPlayer
    84 c0      test al,al           ; sign bit of AL = state & 0x80
    78 3d      js   ...             ; -> collide

`test al, al; js` is a byte-level sign test on AL, i.e. 0x80, not 0x8000.
Corroborated downstream in the same block (`test ah,8` = 0x800 IsPK,
`test ah,0x10` = 0x1000 IsPKLite) and by OBJECTINFO::init @0x0050cf30 setting
state |= 0x80 from the object's own IsImpenetrable().

Also corrected: ACCWeenieObject::IsImpenetrable @0x0058c8c0 returns
(_bitfield >> 0x15) & 1 — retail genuinely conflates BF_FREE_PKSTATUS with
"impenetrable", so acdream's FromPwdBitfield decode was already right.

Both retail arms set collide, so ordering between them is semantically free and
a misreading here could only ever produce spurious collisions, never a
walk-through.

Found while investigating #297; not symptom-causing on its own. No divergence
row: this retires a missing port rather than introducing a deviation, and
nothing in the register or the collision digest's DO-NOT-RETRY tables covers it.

Gates: complete Release solution 10,887 passed / 4 skipped / 0 failed
(baseline 10,867/4/0). Adversarial + retail-conformance review PASS on this
change specifically. Both new tests discrimination-verified by reverting the
branch and confirming failure.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 20:13:05 +02:00
..
Allegiance feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model 2026-04-18 17:17:45 +02:00
Audio feat(core): adopt retail's SoundType catalog; retire AC2D 2026-07-29 07:38:56 +02:00
Chat refactor(runtime): own communication and social state 2026-07-26 07:50:16 +02:00
Combat refactor(input): own gameplay action routing 2026-07-22 12:43:05 +02:00
Conformance refactor(pipeline): MP1a cleanup - narrow public surface, csproj parity, move residue 2026-07-05 20:52:01 +02:00
Fixtures fix(physics): enforce retail step-down support radius (#273) 2026-07-31 12:10:03 +02:00
Input refactor(runtime): own per-session physics simulation 2026-07-26 13:39:57 +02:00
Items fix(interaction): restore retail loot placement and world-drop projection 2026-07-27 00:03:15 +02:00
Lighting perf(lighting): bound global light selection 2026-07-25 05:40:32 +02:00
Meshing feat(vfx): bind effects to live animated poses 2026-07-14 10:56:01 +02:00
Physics fix(physics): #299 — port retail's mover-side IsImpenetrable exemption branch 2026-08-03 20:13:05 +02:00
Player feat(player): port retail augmentation stat chain 2026-07-31 08:08:23 +02:00
Plugins fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
Properties feat(core): adopt retail's full WeenieError code table 2026-07-29 07:33:27 +02:00
Rendering fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
Selection refactor(net): converge live session state reset 2026-07-21 12:00:48 +02:00
Social refactor(net): converge live session state reset 2026-07-21 12:00:48 +02:00
Spells merge: #267 vitae character-panel display (attributes vitae-immune per retail; skill dual parentheticals) 2026-07-30 18:14:48 +02:00
Streaming fix(test): stop the streaming priority-apply tests reading a warm JIT 2026-07-28 18:09:08 +02:00
Terrain fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull 2026-06-12 22:05:31 +02:00
Textures fix(render): keep authored surface translucency on composite textures 2026-07-29 21:40:26 +02:00
Ui feat(chat): port retail client command families 2026-07-13 14:50:15 +02:00
Vfx fix(vfx): classify hardwareless particle emitters once 2026-07-27 00:03:44 +02:00
World fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
AcDream.Core.Tests.csproj test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00
GlobalUsings.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00
xunit.runner.json test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00