Closes #99 (run-through doors regression fromb3ce505). Theb3ce505stopgap for #98 gates the outdoor 24m radial sweep on indoor primary cells. Combined with ShadowObjectRegistry.GetNearbyObjects' "skip outdoor ids" filter on the cellScope-pass loop, this meant doors registered at outdoor cells (default cellScope=0u for server-spawned entities at GameWindow.cs:3139) were invisible to spheres on the indoor side of a doorway threshold — walk-through. Pre-flight reads found that CellTransit.FindCellSet already adds outdoor cells to its candidate set when the sphere straddles an OtherCellId=0xFFFF exit portal (via AddAllOutsideCells triggered by exitOutside=true inside the indoor-seed BFS). The fix is to stop filtering those outdoor ids out before iterating, and rename the param to portalReachableCells to reflect what the set actually contains. - Q1: Indoor EnvCell.VisibleCellIds is indoor-only in all 16 cottage fixtures (low 16 bits ≥ 0x0100). OtherCellId=0xFFFF on portals marks "exit to outdoor world" without naming a specific cellId; the specific outdoor cell is computed by AddAllOutsideCells from world XY when the sphere straddles the exit portal. - Q2: GameWindow.cs:3139 ShadowObjects.Register for server-spawned entities passes no cellScope → default 0u → outdoor 24m grid registration. UpdatePosition (line 145) does the same on movement. Doors are confirmed outdoor-registered. Slice 1 makes a smaller change than the spec proposed (no new parameter; just drop the existing filter), because FindCellSet's existing exit-portal logic already exposes the needed outdoor cells. The retail-faithful registration-side BuildShadowCellSet refactor and theb3ce505gate removal stay scheduled for slices 2-3. Verification: - 24/24 ShadowObjectRegistryTests pass (incl. two new slice 1 tests: IndoorPrimary_OutdoorCellInPortalSet_DoorReturned closes #99; IndoorPrimary_IndoorOnlyPortalSet_OutdoorRadialStillSkipped regression-pins #98) - 11/11 CellarUpTrajectoryReplayTests pass (LiveCompare_FirstCap_ FixClosesCottageFloorCap stays green) - dotnet build AcDream.slnx: 0 errors, 0 warnings - Pre-existing 6-8 static-state-leakage failures in serial physics suite verified unchanged by stash+retest baseline check Visual verification pending: walk Holtburg cottage doorway from both sides; door blocks both directions; cellar still climbable. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
434 lines
18 KiB
C#
434 lines
18 KiB
C#
using System.Collections.Generic;
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using System.Numerics;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// Cell-based spatial index for object collision. Each entity registers
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/// into the outdoor terrain cells (24m × 24m) it overlaps. The Transition
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/// system queries this to find nearby objects during collision detection.
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///
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/// Retail AC uses the same cell-based approach (no k-d tree / octree).
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/// Outdoor cells are 24×24m (8 cells per 192m landblock, 64 cells per lb).
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/// Cell ID = landblock high 16 bits | (cellX * 8 + cellY + 1) in low 16.
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/// </summary>
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public sealed class ShadowObjectRegistry
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{
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private readonly Dictionary<uint, List<ShadowEntry>> _cells = new();
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private readonly Dictionary<uint, List<uint>> _entityToCells = new(); // for deregistration
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/// <summary>
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/// Register an entity into the cells it overlaps based on world position + radius.
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///
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/// <para>
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/// The optional <paramref name="state"/> + <paramref name="flags"/>
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/// parameters carry retail <c>PhysicsState</c> bits and decoded
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/// <see cref="EntityCollisionFlags"/> respectively, so the
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/// <c>FindObjCollisions</c> retail-faithful exemption block (PvP rule,
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/// ETHEREAL skip, viewer-vs-creature) can short-circuit without an
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/// extra lookup. Default <c>state=0</c> + <c>flags=None</c> preserves
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/// the original "static decoration" behavior — the existing 5
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/// landblock-entity registration sites pass nothing.
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/// </para>
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/// </summary>
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public void Register(uint entityId, uint gfxObjId, Vector3 worldPos, Quaternion rotation,
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float radius, float worldOffsetX, float worldOffsetY, uint landblockId,
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ShadowCollisionType collisionType = ShadowCollisionType.BSP,
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float cylHeight = 0f, float scale = 1.0f,
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uint state = 0u,
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EntityCollisionFlags flags = EntityCollisionFlags.None,
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uint cellScope = 0u)
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{
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Deregister(entityId);
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var entry = new ShadowEntry(entityId, gfxObjId, worldPos, rotation, radius,
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collisionType, cylHeight, scale, state, flags);
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// ISSUES #83 / Phase A1.5 (2026-05-21): if the caller passed a
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// cellScope (typically the entity's ParentCellId for an interior
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// EnvCell static), scope the shadow to ONLY that cell instead of
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// computing outdoor-landcell occupancy from XY. Without this,
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// interior statics (a fireplace inside cell 0xA9B40121) get
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// registered into the outdoor landcell whose XY they overlap
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// (e.g. 0xA9B40029) and fire collisions when the player is OUTSIDE
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// the building — the user-reported "thin air" collision outdoors.
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if (cellScope != 0u)
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{
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if (!_cells.TryGetValue(cellScope, out var scopedList))
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{
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scopedList = new List<ShadowEntry>();
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_cells[cellScope] = scopedList;
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}
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scopedList.Add(entry);
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_entityToCells[entityId] = new List<uint> { cellScope };
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return;
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}
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// The radius parameter should already be the WORLD-SPACE bounding
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// radius (i.e., already multiplied by scale) so the broad-phase cell
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// occupancy is correct. Callers are responsible for that.
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float localX = worldPos.X - worldOffsetX;
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float localY = worldPos.Y - worldOffsetY;
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int minCx = Math.Max(0, (int)((localX - radius) / 24f));
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int maxCx = Math.Min(7, (int)((localX + radius) / 24f));
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int minCy = Math.Max(0, (int)((localY - radius) / 24f));
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int maxCy = Math.Min(7, (int)((localY + radius) / 24f));
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var cellIds = new List<uint>();
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uint lbPrefix = landblockId & 0xFFFF0000u;
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for (int cx = minCx; cx <= maxCx; cx++)
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{
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for (int cy = minCy; cy <= maxCy; cy++)
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{
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uint cellId = lbPrefix | (uint)(cx * 8 + cy + 1);
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cellIds.Add(cellId);
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if (!_cells.TryGetValue(cellId, out var list))
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{
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list = new List<ShadowEntry>();
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_cells[cellId] = list;
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}
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list.Add(entry);
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}
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}
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_entityToCells[entityId] = cellIds;
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}
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/// <summary>
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/// Update an already-registered entity's world position + rotation,
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/// preserving its <see cref="ShadowEntry.State"/>,
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/// <see cref="ShadowEntry.Flags"/>, and shape parameters.
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///
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/// <para>
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/// Cheaper than <see cref="Deregister"/> + <see cref="Register"/> for
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/// the 5–10 Hz <c>UpdatePosition (0xF748)</c> stream the server emits
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/// per visible entity: this is the path retail's
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/// <c>CPhysicsObj::SetPosition</c> takes (cited at
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/// <c>acclient_2013_pseudo_c.txt:284276</c>) — same shape, new cell
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/// membership. If the entity isn't already registered, this is a
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/// no-op so callers don't have to gate.
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/// </para>
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/// </summary>
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public void UpdatePosition(uint entityId, Vector3 worldPos, Quaternion rotation,
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float worldOffsetX, float worldOffsetY, uint landblockId)
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{
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// Find the existing entry (any cell holds a copy with the same
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// entity-scoped state + flags + shape).
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if (!_entityToCells.TryGetValue(entityId, out var oldCells) || oldCells.Count == 0)
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return;
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ShadowEntry? template = null;
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foreach (var oldCellId in oldCells)
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{
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if (_cells.TryGetValue(oldCellId, out var list))
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{
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foreach (var e in list)
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{
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if (e.EntityId == entityId)
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{
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template = e;
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break;
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}
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}
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}
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if (template is not null) break;
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}
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if (template is null)
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return;
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// Preserve everything except position + rotation.
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var t = template.Value;
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Register(entityId, t.GfxObjId, worldPos, rotation, t.Radius,
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worldOffsetX, worldOffsetY, landblockId,
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t.CollisionType, t.CylHeight, t.Scale,
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t.State, t.Flags);
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}
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/// <summary>
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/// Update the cached <see cref="ShadowEntry.State"/> bits for an
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/// already-registered entity. Called by the inbound
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/// <c>SetState (0xF74B)</c> dispatcher when the server broadcasts a
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/// post-spawn <c>PhysicsState</c> change — chiefly doors flipping
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/// <c>ETHEREAL_PS = 0x4</c> on Use, so the
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/// <see cref="CollisionExemption.ShouldSkip"/> short-circuit can honor
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/// the new state on the next resolve.
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///
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/// <para>
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/// Retail equivalent: <c>CPhysicsObj::set_state</c> at
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/// <c>docs/research/named-retail/acclient_2013_pseudo_c.txt:283044</c>
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/// — direct write `this->state = arg2`. Retail also fires side-effect
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/// handlers for the 0x800 (lighting), 0x20 (nodraw), 0x4000 (hidden)
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/// changed bits; ETHEREAL (0x4) doesn't trigger any of them, so slice 1
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/// scopes to the bare state-write.
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/// </para>
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///
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/// <para>
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/// Implementation: <see cref="ShadowEntry"/> is a value-type record
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/// copied into per-cell lists, so we rewrite the copy in each cell the
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/// entity occupies. Unregistered entities are a no-op (callers don't
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/// have to gate).
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/// </para>
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/// </summary>
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public void UpdatePhysicsState(uint entityId, uint newState)
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{
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if (!_entityToCells.TryGetValue(entityId, out var cellIds))
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return; // not registered — no-op
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foreach (var cellId in cellIds)
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{
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if (!_cells.TryGetValue(cellId, out var list)) continue;
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for (int i = 0; i < list.Count; i++)
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{
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if (list[i].EntityId == entityId)
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list[i] = list[i] with { State = newState };
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}
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}
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}
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/// <summary>Remove an entity from all cells it was registered in.</summary>
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public void Deregister(uint entityId)
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{
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if (!_entityToCells.TryGetValue(entityId, out var cellIds))
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return;
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foreach (var cellId in cellIds)
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{
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if (_cells.TryGetValue(cellId, out var list))
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list.RemoveAll(e => e.EntityId == entityId);
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}
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_entityToCells.Remove(entityId);
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}
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/// <summary>Remove all entities belonging to a landblock.</summary>
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public void RemoveLandblock(uint landblockId)
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{
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uint lbPrefix = landblockId & 0xFFFF0000u;
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var toRemove = new List<uint>();
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foreach (var kvp in _cells)
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{
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if ((kvp.Key & 0xFFFF0000u) == lbPrefix)
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toRemove.Add(kvp.Key);
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}
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foreach (var cellId in toRemove)
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_cells.Remove(cellId);
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// Clean up entity-to-cell map
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var entitiesToRemove = new List<uint>();
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foreach (var kvp in _entityToCells)
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{
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kvp.Value.RemoveAll(c => (c & 0xFFFF0000u) == lbPrefix);
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if (kvp.Value.Count == 0)
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entitiesToRemove.Add(kvp.Key);
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}
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foreach (var eid in entitiesToRemove)
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_entityToCells.Remove(eid);
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}
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/// <summary>Get all objects registered in a specific cell.</summary>
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public IReadOnlyList<ShadowEntry> GetObjectsInCell(uint cellId)
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{
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if (_cells.TryGetValue(cellId, out var list))
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return list;
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return Array.Empty<ShadowEntry>();
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}
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/// <summary>
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/// Get all objects near a world position. Searches the given landblock plus
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/// all 8 adjacent landblocks to handle objects near cell/landblock boundaries.
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/// Within each landblock, queries only the cells the query sphere overlaps.
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///
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/// <para>
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/// Issue #91 (2026-05-20): the optional <paramref name="portalReachableCells"/>
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/// parameter is the candidate set returned by <see cref="CellTransit.FindCellSet"/>.
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/// When supplied, indoor shadows registered via <see cref="Register"/>'s
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/// <c>cellScope</c> parameter (A1.5 fix at `4d3bf6f`) are ALSO included in
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/// the result. Without this, interior statics (fireplaces, tables, chests)
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/// registered against e.g. `0xA9B40121` are stored under that key but the
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/// outdoor-grid lookup (cell ids like `0xA9B40029`) never queries the
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/// indoor key. Net effect pre-fix: interior items don't block movement.
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/// </para>
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///
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/// <para>
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/// Issue #98 (2026-05-24): the optional <paramref name="primaryCellId"/>
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/// parameter gates the outdoor radial sweep on the SPHERE's primary cell
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/// type. Mirrors retail's <c>CObjCell::find_cell_list</c> at
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/// <c>acclient_2013_pseudo_c.txt:308751-308769</c>: when the sphere's
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/// position is in an indoor cell (id ≥ 0x0100), retail only adds THAT
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/// cell + portal-visible neighbors to the cell array — never outdoor
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/// cells (except via portal traversal — see #99 below). Combined with
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/// <c>CEnvCell::find_collisions</c> only iterating
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/// <c>this->shadow_object_list</c>, retail's indoor cells never test
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/// against outdoor statics like landblock-baked buildings.
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/// </para>
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///
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/// <para>
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/// Pre-fix bug shape (issue #98): the cellar EnvCell's player sphere
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/// queried the outdoor 24-m grid via the radial sweep and picked up the
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/// landblock-wide cottage GfxObj (registered with <c>cellScope=0</c>);
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/// the head sphere bumped the cottage's downward-facing floor poly from
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/// below at world Z=94 and capped the ascent. With this gate, the
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/// outdoor sweep is skipped when the primary cell is indoor, so the
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/// cottage is only seen from outdoor primary cells (the building's
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/// own outdoor footprint). Default <c>primaryCellId=0</c> preserves
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/// the pre-fix radial-only behavior for callers that don't know /
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/// care about cell type (existing tests).
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/// </para>
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///
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/// <para>
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/// A6.P4 slice 1 / issue #99 (2026-05-24): the
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/// <paramref name="portalReachableCells"/> loop no longer filters out
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/// outdoor cell ids. <see cref="CellTransit.FindCellSet"/> already adds
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/// outdoor cells to the candidate set when the sphere straddles an
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/// indoor cell's exit portal (<c>OtherCellId=0xFFFF</c>) via
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/// <see cref="CellTransit.AddAllOutsideCells(System.Numerics.Vector3, float, uint, System.Collections.Generic.HashSet{uint})"/>.
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/// Pre-slice-1, the explicit
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/// "skip outdoor ids" filter combined with #98's indoor-primary gate
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/// meant doors registered at outdoor cells (default <c>cellScope=0</c>
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/// for server-spawned doors at GameWindow.cs:3139) were invisible to
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/// spheres on the indoor side of the doorway — walk-through. Iterating
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/// those outdoor cells from the portal-reachable set lets the indoor
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/// query reach them without re-enabling the full 24-m radial sweep
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/// (which is what #98 closed).
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/// </para>
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/// </summary>
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public void GetNearbyObjects(Vector3 worldPos, float queryRadius,
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float worldOffsetX, float worldOffsetY, uint landblockId,
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List<ShadowEntry> results,
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System.Collections.Generic.IReadOnlyCollection<uint>? portalReachableCells = null,
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uint primaryCellId = 0u)
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{
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results.Clear();
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var seen = new HashSet<uint>();
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// Cells reachable from the sphere's primary cell via the portal graph
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// (output of CellTransit.FindCellSet). This set holds the primary
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// cell, any indoor neighbours the sphere overlaps via portals, and —
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// when the sphere straddles an exit portal (0xFFFF) — outdoor cells
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// added by AddAllOutsideCells. Iterate all of them so cellScope-
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// registered indoor statics AND outdoor-scope shadows reachable
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// through a doorway are both visible.
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if (portalReachableCells is not null)
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{
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foreach (uint cellId in portalReachableCells)
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{
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if (!_cells.TryGetValue(cellId, out var list)) continue;
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foreach (var entry in list)
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{
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if (seen.Add(entry.EntityId))
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results.Add(entry);
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}
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}
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}
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// Issue #98 (2026-05-24): when the sphere is in an INDOOR cell, skip
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// the outdoor radial sweep entirely — retail's CEnvCell::find_collisions
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// only iterates this->shadow_object_list, never outdoor cells'. Indoor
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// statics are reached via indoorCellIds above. This closes the
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// cottage-cellar Z-cap (head sphere bumping cottage floor from below
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// because the landblock-wide cottage GfxObj was returned by the
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// unconditional radial sweep). Callers that don't pass primaryCellId
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// (or pass 0) keep the pre-fix radial-only behavior.
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if ((primaryCellId & 0xFFFFu) >= 0x0100u)
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return;
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// Extract landblock X/Y from the ID.
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int lbX = (int)((landblockId >> 24) & 0xFF);
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int lbY = (int)((landblockId >> 16) & 0xFF);
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// Search the player's landblock and all 8 neighbors.
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for (int dx = -1; dx <= 1; dx++)
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{
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for (int dy = -1; dy <= 1; dy++)
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{
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int nx = lbX + dx;
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int ny = lbY + dy;
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if (nx < 0 || nx > 255 || ny < 0 || ny > 255) continue;
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uint neighborLb = ((uint)nx << 24) | ((uint)ny << 16) | 0xFFFFu;
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uint nbPrefix = neighborLb & 0xFFFF0000u;
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// Compute local position relative to this neighbor landblock.
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float nbOffX = worldOffsetX + dx * 192f;
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float nbOffY = worldOffsetY + dy * 192f;
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float localX = worldPos.X - nbOffX;
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float localY = worldPos.Y - nbOffY;
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int minCx = Math.Max(0, (int)((localX - queryRadius) / 24f));
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int maxCx = Math.Min(7, (int)((localX + queryRadius) / 24f));
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int minCy = Math.Max(0, (int)((localY - queryRadius) / 24f));
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int maxCy = Math.Min(7, (int)((localY + queryRadius) / 24f));
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for (int cx = minCx; cx <= maxCx; cx++)
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{
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for (int cy = minCy; cy <= maxCy; cy++)
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{
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uint cellId = nbPrefix | (uint)(cx * 8 + cy + 1);
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if (!_cells.TryGetValue(cellId, out var list)) continue;
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foreach (var entry in list)
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{
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if (seen.Add(entry.EntityId))
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results.Add(entry);
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}
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}
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}
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}
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}
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}
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public int TotalRegistered => _entityToCells.Count;
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/// <summary>
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/// Debug: enumerate every registered ShadowEntry (deduplicated across cells).
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/// For each entity, returns the first entry found in any cell it occupies.
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/// Intended for debug rendering only.
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/// </summary>
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public IEnumerable<ShadowEntry> AllEntriesForDebug()
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{
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var seen = new HashSet<uint>();
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foreach (var kvp in _cells)
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{
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foreach (var entry in kvp.Value)
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{
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if (seen.Add(entry.EntityId))
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yield return entry;
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}
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}
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}
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}
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/// <summary>
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/// Collision type for a shadow entry. BSP uses full polygon collision.
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/// Cylinder uses a simple cylinder-sphere intersection test.
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/// </summary>
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public enum ShadowCollisionType : byte { BSP, Cylinder }
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public readonly record struct ShadowEntry(
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uint EntityId,
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uint GfxObjId,
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Vector3 Position,
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Quaternion Rotation,
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float Radius,
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ShadowCollisionType CollisionType = ShadowCollisionType.BSP,
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float CylHeight = 0f,
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float Scale = 1.0f,
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/// <summary>
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/// Retail <c>PhysicsState</c> bits (<c>acclient.h:2815</c>). Used
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/// by <c>FindObjCollisions</c> to honor <c>ETHEREAL_PS=0x4</c> +
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/// <c>IGNORE_COLLISIONS_PS=0x10</c> short-circuits. Zero for static
|
||
/// landblock entities (default behavior matches pre-Commit-A).
|
||
/// </summary>
|
||
uint State = 0u,
|
||
/// <summary>
|
||
/// Decoded player / PK / PKLite / Impenetrable flags driving the
|
||
/// retail PvP exemption block in <c>FindObjCollisions</c>. Built
|
||
/// from <c>PWD._bitfield</c> at <c>CreateObject</c> time via
|
||
/// <see cref="EntityCollisionFlagsExt.FromPwdBitfield(uint)"/>.
|
||
/// </summary>
|
||
EntityCollisionFlags Flags = EntityCollisionFlags.None);
|