acdream/tests/AcDream.App.Tests/World/LiveEntityProjectionWithdrawalControllerTests.cs
Erik 529e0e9d88 feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8)
Campaign P remaining-physics-divergence, placement cutover slice C3c
(docs/plans/2026-08-02-placement-cutover.md). Both production hosts now
register every initial Create through the residence + continuation-
executor + first-entry-conductor machinery (C0-C3b):

- Graphical (route 1): RegisterEntityWithInitialResidence at Create; the
  shared RuntimeFirstEntryDriveController pumps both conductors from the
  placement-receipt flow; MaterializeProjection and RebucketLiveEntity
  are presentation-only while a residence is ACTIVE (ExecutorCompleted is
  the presentation-binding receipt); post-residence entities take the
  full legacy path including the prepare_to_enter_world clock edges.
  PlayerModeController attaches presentation to the Runtime-published
  controller; its legacy resolve/step-heights/host-construction path is
  deleted; presentation-only rollback (retail has no entry-flow rollback).
- Headless (route 8): OnSpawned registers with residence when a drive
  exists; content-less sessions keep the pre-flip direct registration;
  SynchronizeLocalPlayer/CreateController/ApplySetupStepHeights deleted;
  prepared-collision read failure is a typed AwaitingCollisionSource
  retry; far remotes outside the service window complete celless.
- RuntimeLocalPlayerMovementState.Controller setter sealed internal; all
  controller mutation flows through the publication lifecycle.

Fix slices landed within this cutover, each dual-gated:
- F1: live movement-stat/server-physics application routed through the
  Runtime ownership seam (post-logout ingest crash on the retired
  controller eliminated; RuntimeMovementSkillProjection deleted).
- F2: login activation wedge - collision-admission prefix gate factored
  out of the seal (reentrant-commit RejectedAuthority), rearm generation
  identity corrected, PlayerModeAutoEntry requires the Runtime-published
  controller (world reveal can no longer seal unmaterialized).
- F3: landblock-prefix 0-sentinel replaced by explicit absent-id guards;
  map-corner landblocks (grid row/col 0) fully legal through admission,
  park/rearm/retire, quiescence, and outdoor shadow seeds.
- F5: local-player first-entry ground contact seeded by the shared
  SpawnPlacementSettler (moved App->Core) at FinalizeActivation - the
  retail first-gravity-frame touch (enter_world 0x00516170 carries no
  seed); the legacy unconditional force-seed is overwritten by a real
  floor-found contact; airborne spawns stay airborne; outbound contact
  bit verified end-to-end. Fixes the standing-cast 'You can't do that
  while in the air!' rejections.
- R1 (dual-review round): login constraint leash armed at the committed
  placement (HandleReceivedPosition 0x00453FD0 analog); register rows
  AD-61 (settle-timing compression now covering the local player) and
  AD-42 (repointed off the deleted resolve split) in this commit;
  residence-conversion owner API; wire-landblock guards; drive-pending
  ledger in IsConverged; route attach/detach latch; executor-drain drift
  model documented + source-pinned.

Gates: Runtime 1,003, App 4,039/3 skips, Headless 79, complete solution
10,816/0 failed/4 skips (Release, -m:1); connected lifecycle/reconnect
gate PASS (logs/connected-world-gate-20260802-175401; graceful exits,
world-visible, zero airborne rejections). The nine-stop soak remains red
for the pre-existing 6b28ff99 whole-world collision-clone throughput
regression (attributed with evidence; scheduled as its own slice before
C5). Dual Opus reviews (retail-conformance + adversarial): delta PASS.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 18:10:33 +02:00

289 lines
11 KiB
C#

using System.Numerics;
using AcDream.App.Physics;
using AcDream.App.Rendering.Vfx;
using AcDream.App.Streaming;
using AcDream.App.World;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Core.Plugins;
using AcDream.Core.World;
using AcDream.Plugin.Abstractions;
using DatReaderWriter.DBObjs;
namespace AcDream.App.Tests.World;
public sealed class LiveEntityProjectionWithdrawalControllerTests
{
private const uint Guid = 0x70000200u;
private const uint Cell = 0x01010001u;
[Fact]
public void ComponentFailure_StopsBeforeCanonicalWithdrawal_AndRetryConverges()
{
var fixture = new Fixture();
LiveEntityRecord record = fixture.Spawn(instance: 1);
fixture.Poses.EffectPoseChanged += ThrowOnPoseChange;
Assert.Throws<InvalidOperationException>(() =>
fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
Assert.True(record.IsSpatiallyProjected);
Assert.Empty(fixture.GameState.Entities);
Assert.Equal(0, fixture.Poses.Count);
Assert.DoesNotContain(
fixture.Physics.ShadowObjects.GetObjectsInCell(Cell),
entry => entry.EntityId == record.WorldEntity!.Id);
Assert.Equal(1, fixture.Physics.ShadowObjects.SuspendedRegistrationCount);
fixture.Poses.EffectPoseChanged -= ThrowOnPoseChange;
Assert.True(fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
Assert.False(record.IsSpatiallyProjected);
static void ThrowOnPoseChange(uint _) =>
throw new InvalidOperationException("fixture pose observer failure");
}
[Fact]
public void RuntimeObserverFailure_CommitsCanonicalWithdrawalAfterComponentsRemoved()
{
var fixture = new Fixture();
LiveEntityRecord record = fixture.Spawn(instance: 1);
fixture.Live.ProjectionVisibilityChanged += ThrowOnHidden;
Assert.ThrowsAny<Exception>(() =>
fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
Assert.False(record.IsSpatiallyProjected);
Assert.False(record.IsSpatiallyVisible);
Assert.Empty(fixture.GameState.Entities);
Assert.Equal(0, fixture.Poses.Count);
static void ThrowOnHidden(LiveEntityRecord _, bool visible)
{
if (!visible)
throw new InvalidOperationException("fixture runtime observer failure");
}
}
[Fact]
public void OrdinaryLeaveWorld_SuspendsRetainedShadow_AndReentryRestoresIt()
{
var fixture = new Fixture();
LiveEntityRecord record = fixture.Spawn(instance: 1);
uint localId = record.WorldEntity!.Id;
Assert.Contains(
fixture.Physics.ShadowObjects.GetObjectsInCell(Cell),
entry => entry.EntityId == localId);
Assert.True(fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
Assert.DoesNotContain(
fixture.Physics.ShadowObjects.GetObjectsInCell(Cell),
entry => entry.EntityId == localId);
Assert.True(fixture.Live.RebucketLiveEntity(Guid, Cell));
Assert.Contains(
fixture.Physics.ShadowObjects.GetObjectsInCell(Cell),
entry => entry.EntityId == localId);
}
[Fact]
public void ComponentCallbackReplacesGuid_DoesNotWithdrawReplacement()
{
var fixture = new Fixture();
LiveEntityRecord old = fixture.Spawn(instance: 1);
LiveEntityRecord? replacement = null;
bool replacing = false;
fixture.LocalShadow.Set(Vector3.One, Quaternion.Identity, Cell);
fixture.Poses.EffectPoseChanged += OnPoseChanged;
Assert.False(fixture.Controller.Withdraw(Guid, localPlayerGuid: Guid));
Assert.NotNull(replacement);
Assert.True(fixture.Live.TryGetRecord(Guid, out LiveEntityRecord current));
Assert.Same(replacement, current);
Assert.True(current.IsSpatiallyProjected);
Assert.Equal(new Vector3(9f, 9f, 9f), current.WorldEntity!.Position);
Assert.NotNull(fixture.LocalShadow.Current);
Assert.NotSame(old, current);
void OnPoseChanged(uint localId)
{
if (replacement is not null || replacing || localId != old.WorldEntity!.Id)
return;
replacing = true;
replacement = fixture.Spawn(instance: 2, position: new Vector3(9f, 9f, 9f));
fixture.LocalShadow.Set(new Vector3(9f), Quaternion.Identity, Cell);
}
}
[Fact]
public void ComponentCallbackReprojectsSameIncarnation_DoesNotWithdrawNewPosition()
{
var fixture = new Fixture();
LiveEntityRecord record = fixture.Spawn(instance: 1);
bool reentered = false;
fixture.Poses.EffectPoseChanged += OnPoseChanged;
Assert.False(fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
Assert.True(record.IsSpatiallyProjected);
Assert.True(record.IsSpatiallyVisible);
Assert.Equal(new Vector3(8f, 7f, 6f), record.WorldEntity!.Position);
Assert.Contains(fixture.GameState.Entities, entity => entity.Id == record.WorldEntity.Id);
Assert.Equal(1, fixture.Poses.Count);
void OnPoseChanged(uint localId)
{
if (reentered || localId != record.WorldEntity!.Id)
return;
reentered = true;
var position = new WorldSession.EntityPositionUpdate(
Guid,
new CreateObject.ServerPosition(
Cell, 8f, 7f, 6f, 1f, 0f, 0f, 0f),
Velocity: null,
PlacementId: null,
IsGrounded: true,
InstanceSequence: 1,
PositionSequence: 2,
TeleportSequence: 0,
ForcePositionSequence: 0);
Assert.True(fixture.Live.TryApplyPosition(
position,
isLocalPlayer: false,
forcePositionRotation: null,
currentLocalVelocity: null,
out PositionTimestampDisposition disposition,
out WorldSession.EntitySpawn accepted,
out _));
Assert.Equal(PositionTimestampDisposition.Apply, disposition);
record.WorldEntity.SetPosition(new Vector3(8f, 7f, 6f));
Assert.True(fixture.Live.RebucketLiveEntity(
Guid,
accepted.Position!.Value.LandblockId));
var snapshot = new WorldEntitySnapshot(
record.WorldEntity.Id,
record.WorldEntity.SourceGfxObjOrSetupId,
record.WorldEntity.Position,
record.WorldEntity.Rotation);
fixture.GameState.Add(snapshot);
fixture.Events.UpsertCurrent(snapshot);
fixture.Poses.PublishMeshRefs(record.WorldEntity);
}
}
[Fact]
public void LogicalLocalPlayerTeardownWithoutReplacement_ClearsShadowSnapshot()
{
var fixture = new Fixture();
fixture.Spawn(instance: 1);
fixture.LocalShadow.Set(Vector3.One, Quaternion.Identity, Cell);
Assert.True(fixture.Live.UnregisterLiveEntity(
new DeleteObject.Parsed(Guid, InstanceSequence: 1),
isLocalPlayer: false));
Assert.Null(fixture.LocalShadow.Current);
}
private sealed class Fixture
{
internal Fixture()
{
Spatial.AddLandblock(new LoadedLandblock(
(Cell & 0xFFFF0000u) | 0xFFFFu,
new LandBlock(),
Array.Empty<WorldEntity>()));
var lifecycle = new DeferredLiveEntityRuntimeComponentLifecycle();
Live = LiveEntityRuntimeFixture.Create(
Spatial,
new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }),
lifecycle,
Physics);
Projectiles = new ProjectileController(
Live);
Controller = new LiveEntityProjectionWithdrawalController(
Live,
Projectiles,
GameState,
Events,
Physics.ShadowObjects,
Poses,
LocalShadow);
Presentation = new LiveEntityPresentationController(
Live,
Physics.ShadowObjects,
(_, _, _) => false,
new LiveEntityPartArrayEnterWorldPort(_ => { }));
lifecycle.Bind(new DelegateLiveEntityRuntimeComponentLifecycle(
record => Controller.LeaveWorld(record, Guid)));
}
internal GpuWorldState Spatial { get; } = new();
internal LiveEntityRuntime Live { get; }
internal PhysicsEngine Physics { get; } = new();
internal ProjectileController Projectiles { get; }
internal WorldGameState GameState { get; } = new();
internal WorldEvents Events { get; } = new();
internal EntityEffectPoseRegistry Poses { get; } = new();
internal LocalPlayerShadowState LocalShadow { get; } = new();
internal LiveEntityProjectionWithdrawalController Controller { get; }
internal LiveEntityPresentationController Presentation { get; }
internal LiveEntityRecord Spawn(ushort instance, Vector3? position = null)
{
WorldSession.EntitySpawn spawn = new(
Guid,
new CreateObject.ServerPosition(Cell, 1f, 2f, 3f, 1f, 0f, 0f, 0f),
0x02000200u,
Array.Empty<CreateObject.AnimPartChange>(),
Array.Empty<CreateObject.TextureChange>(),
Array.Empty<CreateObject.SubPaletteSwap>(),
BasePaletteId: null,
ObjScale: 1f,
Name: "projection fixture",
ItemType: null,
MotionState: null,
MotionTableId: null,
InstanceSequence: instance);
// C3c: residence admission requires the flattened parser
// projections to agree with a nested PhysicsDesc block.
spawn = spawn.WithConsistentPhysics();
LiveEntityRecord record = Live.RegisterAndMaterializeProjection(
spawn,
id => new WorldEntity
{
Id = id,
ServerGuid = Guid,
SourceGfxObjOrSetupId = 0x02000200u,
Position = position ?? new Vector3(1f, 2f, 3f),
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
ParentCellId = Cell,
});
WorldEntity entity = Assert.IsType<WorldEntity>(record.WorldEntity);
var snapshot = new WorldEntitySnapshot(
entity.Id,
entity.SourceGfxObjOrSetupId,
entity.Position,
entity.Rotation);
GameState.Add(snapshot);
Events.UpsertCurrent(snapshot);
Poses.PublishMeshRefs(entity);
Physics.ShadowObjects.Register(
entity.Id,
entity.SourceGfxObjOrSetupId,
entity.Position,
entity.Rotation,
radius: 0.5f,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: Cell,
seedCellId: Cell,
isStatic: false);
Assert.True(Presentation.OnLiveEntityReady(Guid));
return record;
}
}
}