acdream/tests/AcDream.Core.Tests
Erik ab89ebdf92
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fix(physics): #345 — a grounded mover glides along a too-steep face; validate_walkable's return is scoped as retail's bytes scope it
Retail's OBJECTINFO::validate_walkable @0x0050d010 initializes its
return slot to OK (0x0050d025) and assigns ADJUSTED only inside the
below-plane guard, immediately after the push executes (0x0050d249).
The guard-fail path — grounded, OnWalkable, plane too steep — jumps
past the contact write, the push, and the assignment (0x0050d1b9 ->
0x0050d251): retail deliberately IGNORES the steep plane at primary
validation so the insert proceeds, the step-down phase fails on the
steep landing, and the edge family produces the per-tick lateral
glide. ACE flattened this into an unconditional return Adjusted
(ObjectInfo.cs:169) and we inherited it; our TransitionalInsert then
retried the byte-identical Adjusted forever — the user's
stop-instead-of-slide.

Evidence chain: the user's retail observation (the axiom), the live
cdb glide profile (edge_slide/cliff_slide 594 each in lockstep,
step_up 0), the D0 implementer's correct STOP (fixtures reproduced
the stuck fingerprint while faithfully executing the ACE-shaped
reading — refuting the reading, not the code), and the capstone
byte-decode both Opus reviewers re-derived independently, including
the stack-slot frame arithmetic and every ret site's eax.

The conformance fixture is the live topology: flat and steep terrain
triangles sharing ONE cell's diagonal (a cell-boundary face does NOT
reproduce the loop — the cell-scoped primary sample never validates a
neighbour's triangle — and is pinned as supplementary). Sabotage:
restoring the unconditional Adjusted reds the discriminator with the
exact stuck position (0.325 m lateral, 28/30 stuck ticks vs 2.602 m /
14/30 fixed; reviewer B's independent five-angle table is monotone
10-85 degrees). Stuck ticks are counted from positions so the
assertion survives the eventual probe strip.

In-game glide gate PASSED 2026-08-08: "Well it works, we are sliding.
I cant detect any speed change from retail."

Filed alongside: #347 + AD-70 (our glide alternates arm/move at half
retail's per-tick rate — retail redirects within the tick; next up by
user direction), AD-71 (the guard's mutable WalkableAllowance operand
vs retail's fixed is_valid_walkable global — now return-value-bearing),
and the reviewers' named residuals in the #345 closure entry
(placement-arm flip, other-cell coverage gap, EdgeSlide-less
projectiles, ACE's server-side shared misport predicting remote
drift-then-snap on steep terrain). The unported IsViewer arm of
validate_walkable is noted in the D0 doc.

Suite: clean-room complete solution 11,271 passed / 4 skipped / 0
failed; Core assembly re-run green after the review-driven test
hardening.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 13:32:51 +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 fix(chat): display retail's text for WeenieError 0x0504 and three PK siblings 2026-08-03 22:20:31 +02:00
Combat fix(combat): #298 — admit player targets to melee/missile attack and the camera 2026-08-03 21:29:15 +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(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
Items fix(physics): #297 — keep the PWD bitfield live so PK status reaches the client 2026-08-03 20:59:01 +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): #345 — a grounded mover glides along a too-steep face; validate_walkable's return is scoped as retail's bytes scope it 2026-08-07 13:32:51 +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