Root cause (live capture #3 + code): GameWindow's per-part landblock shadow registration used a synthetic part-id `entity.Id * 256u + partIndex` that OVERFLOWS uint32 for class-prefixed landblock ids (0x40/0x80/0xC0...). The << 8 drops the prefix byte, so different-class entities sharing the low 24 bits collide on ONE shadow part-id and Register's deregister-then-insert silently overwrites one entity's collision geometry. Landblock 0xF682 had 23 such collisions incl. the stair runs (0xF6822100 <- {0x40F68221, 0xC0F68221}, ...), so 3 mid-staircase steps rendered but had no collision -> the player floats into the hole and the (faithful) PrecipiceSlide wedge fires = the 'invisible wall half-way up the stairs'. Fix (Option A, retail-faithful): register each multi-part landblock entity via ShadowObjectRegistry.RegisterMultiPart under its UNIQUE 32-bit entity.Id (retail CPhysicsObj::add_shadows_to_cells 0x00514ae0 -> CPartArray::AddPartsShadow - one object, a part array; no synthetic per-part id). New testable builder ShadowShapeBuilder.FromLandblockBspParts decomposes each MeshRef.PartTransform to local pos/rot/scale; RegisterMultiPart reconstructs the identical world placement. Building shells stay excluded (building channel); the Setup cyl/sphere path is unchanged (runs only when entityBsp==0, retail BSP-xor-cyl dispatch). Despawn is landblock-scoped (RemoveLandblock by cell prefix), so the id change is safe. Tests: ShadowRegistrationOverflowTests (overflow arithmetic; old scheme drops one; RegisterMultiPart keeps both; builder). Issue185OutdoorStairsSeamReplayTests (dat-free clean-climb pin). Core 2629 / App 741 green, 0 warnings. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
192 lines
8.3 KiB
C#
192 lines
8.3 KiB
C#
using System;
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using System.IO;
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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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using Xunit.Abstractions;
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using Plane = System.Numerics.Plane;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// #185 outdoor-stairs phantom (2026-07-08) — dat-free reproduction of the
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/// house-on-stilts staircase jam. The stairs are a continuous, COPLANAR
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/// 38.7° ramp built from stacked step-box objects (gfxObj 0x01000AC5); the
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/// tread quads abut at 0.5 m seams that fall on object boundaries. Walking
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/// up, at one seam the grounded forward move loses its contact plane and the
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/// step-down recovery cannot reach the coplanar (at-level) continuation, so
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/// <c>EdgeSlideAfterStepDownFailed</c> → <c>PrecipiceSlide</c> fabricates the
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/// tread-edge normal <c>(0,±0.78,±0.62)</c>, which <c>SetSlidingNormal</c>
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/// horizontalises to <c>(0,±1,0)</c> — absorbing the +Y up-stairs motion into
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/// a pure sideways slide (the #137 / TS-4 family). A jump's +Z clears it.
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///
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/// <para>
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/// Fixtures captured live this session: the player pins at world
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/// <c>(131.71, 77.914, 61.485)</c> with <c>slidingNormal=(0,1,0)</c> and a
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/// re-fabricated <c>collisionNormal=(0,0.78,0.62)</c>; the tread the player is
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/// grounded on has world verts <c>(132.75,77.495,61.015)…</c>. The step-box
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/// geometry is hydrated from the captured gfxobj dump
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/// (<c>Fixtures/issue185/0x01000AC5.gfxobj.json</c>) so the test is
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/// self-contained (no dat) and CI-runnable.
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/// </para>
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///
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/// <para>
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/// The step origins march +0.5 world-Y / +0.4 world-Z (matching every observed
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/// <c>[resolve-bldg]</c> origin: 75.2/75.7/76.2/76.7/77.2). The player's tread
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/// (k=4) is pinned to origin <c>(132.0, 77.245, 60.415)</c> by the captured
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/// walkable verts. k=0..7 are registered to span the jam seam + the
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/// continuation the player must climb onto.
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/// </para>
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/// </summary>
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public class Issue185OutdoorStairsSeamReplayTests
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{
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private readonly ITestOutputHelper _out;
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public Issue185OutdoorStairsSeamReplayTests(ITestOutputHelper output) => _out = output;
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private const uint StairCellId = 0xF682002Cu; // outdoor landcell (low16 = 0x2C < 0x100)
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private const uint StairLandblock = 0xF6820000u;
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private const uint StepGfxObjId = 0x01000AC5u;
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private const int StepCount = 8;
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// A +90°-about-Z-rotated step-box maps its local tread normal
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// (-0.625,0,0.781) → world (0,-0.625,0.781) (the captured tread plane).
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private static readonly Quaternion StepRot =
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Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 2f);
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// k=4 tread lands at the captured walkable verts when the step origin is
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// (132.0, 77.245, 60.415); step k origin = this + k·(0, 0.5, 0.4), k−4 offset.
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private static readonly Vector3 Step0Origin = new(132.0f, 75.245f, 58.815f);
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private static PhysicsEngine BuildStairEngine()
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{
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var cache = new PhysicsDataCache();
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var engine = new PhysicsEngine { DataCache = cache };
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// Hydrate the step-box collision geometry from the captured dump.
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var dumpPath = Path.Combine(SolutionRoot(), "tests", "AcDream.Core.Tests",
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"Fixtures", "issue185", "0x01000AC5.gfxobj.json");
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Assert.True(File.Exists(dumpPath), $"Missing fixture: {dumpPath}");
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var physics = GfxObjDumpSerializer.Hydrate(GfxObjDumpSerializer.Read(dumpPath));
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cache.RegisterGfxObjForTest(StepGfxObjId, physics);
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float bspR = physics.BoundingSphere?.Radius ?? 1.06f;
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// Stub landblock (terrain far below Z=61) so the outdoor context resolves
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// without the player's grounding ever seeing terrain — it stands on the treads.
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var heights = new byte[81];
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var heightTable = new float[256];
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for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
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engine.AddLandblock(
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landblockId: StairLandblock,
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terrain: new TerrainSurface(heights, heightTable),
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cells: Array.Empty<CellSurface>(),
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portals: Array.Empty<PortalPlane>(),
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worldOffsetX: 0f,
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worldOffsetY: 0f);
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for (int k = 0; k < StepCount; k++)
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{
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var origin = Step0Origin + new Vector3(0f, 0.5f * k, 0.4f * k);
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engine.ShadowObjects.Register(
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entityId: 0xF6820100u + (uint)k,
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gfxObjId: StepGfxObjId,
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worldPos: origin,
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rotation: StepRot,
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radius: bspR,
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worldOffsetX: 0f,
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worldOffsetY: 0f,
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landblockId: StairLandblock,
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collisionType: ShadowCollisionType.BSP,
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scale: 1.0f,
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seedCellId: StairCellId);
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}
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return engine;
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}
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private static PhysicsBody GroundedOnTread()
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{
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var tread = new Plane(new Vector3(0f, -0.62469506f, 0.78086877f), 0.765995f);
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return new PhysicsBody
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{
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Position = new Vector3(131.72375f, 77.49132f, 61.146755f),
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Orientation = Quaternion.Identity,
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ContactPlaneValid = true,
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ContactPlane = tread,
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ContactPlaneCellId = StairCellId,
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WalkablePolygonValid = true,
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WalkablePlane = tread,
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WalkableUp = Vector3.UnitZ,
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WalkableVertices = new[]
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{
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new Vector3(132.75f, 77.495f, 61.015f),
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new Vector3(131.25f, 77.495f, 61.015f),
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new Vector3(131.25f, 76.995f, 60.615f),
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new Vector3(132.75f, 76.995f, 60.615f),
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},
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TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
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};
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}
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/// <summary>
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/// Drive a held-forward run up the ramp (flat +Y target each tick, physics
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/// climbs Z via contact projection — as the movement controller sends it).
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/// The player must climb PAST the tread seam (Y > 78.1); pre-fix it pins
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/// at ~77.9 and persists a horizontal sliding normal = the wedge.
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/// </summary>
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[Fact]
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public void OutdoorStairs_ForwardRun_ClimbsPastSeam_NoWedge()
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{
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var engine = BuildStairEngine();
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var body = GroundedOnTread();
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var pos = body.Position;
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uint cell = StairCellId;
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ResolveResult r = default;
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for (int i = 0; i < 12; i++)
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{
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var target = new Vector3(pos.X, pos.Y + 0.2f, pos.Z); // flat +Y; physics climbs
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r = engine.ResolveWithTransition(
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currentPos: pos,
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targetPos: target,
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cellId: cell,
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sphereRadius: 0.48f,
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sphereHeight: 1.835f,
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stepUpHeight: 0.6f,
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stepDownHeight: 1.5f,
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isOnGround: true,
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body: body,
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moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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movingEntityId: 0x01000000u);
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_out.WriteLine(
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$"f{i}: out=({r.Position.X:F3},{r.Position.Y:F3},{r.Position.Z:F3}) cell=0x{r.CellId:X8} " +
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$"cnV={r.CollisionNormalValid} cn=({r.CollisionNormal.X:F2},{r.CollisionNormal.Y:F2},{r.CollisionNormal.Z:F2}) " +
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$"sliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)} " +
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$"sN=({body.SlidingNormal.X:F2},{body.SlidingNormal.Y:F2},{body.SlidingNormal.Z:F2})");
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pos = r.Position;
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cell = r.CellId;
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body.Position = pos;
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}
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Assert.True(pos.Y > 78.10f,
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$"Player must climb past the tread seam (reached Y={pos.Y:F3}); pinned at ~77.9 = the " +
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$"#185 fabricated-precipice wedge (PrecipiceSlide horizontal sliding normal absorbs +Y).");
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Assert.False(body.TransientState.HasFlag(TransientStateFlags.Sliding),
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"A continuous walkable ramp seam must not persist a horizontal sliding normal (#137 family).");
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}
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private static string SolutionRoot()
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{
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var dir = AppContext.BaseDirectory;
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while (!string.IsNullOrEmpty(dir))
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{
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if (File.Exists(Path.Combine(dir, "AcDream.slnx")))
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return dir;
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dir = Path.GetDirectoryName(dir);
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}
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throw new InvalidOperationException(
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"Could not locate AcDream.slnx from " + AppContext.BaseDirectory);
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}
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}
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