P2 / M1.5 "blocked at the last step" cellar-lip wedge. This session built a faithful deterministic reproduction and peeled the cause through six evidence-disproven framings to one bounded question. NO fix landed — the last layers were each disproven by evidence, and guessing at the load-bearing collision code is the saga's failure mode. Apparatus: - CellarLipWedgeTests.cs + Fixtures/cellar-lip/ (3 real cell dumps + wedge-records.jsonl = 29 captured ACDREAM_CAPTURE_RESOLVE wedge calls). Replays the exact calls + body-before through the lip-cell engine: all 29 reproduce at 0% advance in <200 ms. Tests are documents-the-bug / diagnostics (GREEN while the wedge exists). - TEMP probes ([path5-wall]/[fw-enter]/[find-walkable] in BSPQuery; [neg-poly]/[stepsphereup]/ [stepdown-decide]/CheckOtherCells cn/sn/negHit in TransitionTypes), gated on ACDREAM_PROBE_INDOOR_BSP, marked STRIP. TransitionTypes neg-poly shortcut has a reverted-fix comment (slide attempt didn't clear the wedge). - tools/cdb/retail-*-trace.cdb (retail cdb traces). Findings (handoff: docs/research/2026-06-04-p2-cellar-lip-flatfloor-cp-handoff.md, see the "NEXT-SESSION KICKOFF" at top): - Flat-floor contact plane is retail-faithful (v1 trace, full-file correlation). NOT the bug. - PosHitsSphere cull sign is retail-faithful (cdb -z verified; the Binary Ninja `test ah,N; jp` parity-jump reads inverted — caught + reverted a wrong fix from that mis-read). - Sphere radius correct (0.48 player / 0.30 camera probe). - Retail connector cell 0xA9B40175 never blocks (CEnvCell::find_collisions trace: 0 Collided/Slid). - PINNED: during the step-up's step-down, BSPQuery.FindWalkableInternal is never called for cell 0171, so the cottage floor (poly 0x0023, Z=94) is never tested as walkable -> no contact plane -> step-up fails -> StepUpSlide=Collided -> wedge. Next: trace FindEnvCollisions -> FindCollisions path dispatch for 0171 during StepDown=true (why StepSphereDown/find_walkable is skipped), port retail, validate via CellarLipWedgeTests, regress DoorBugTrajectoryReplayTests + visual gate. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
446 lines
21 KiB
C#
446 lines
21 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Numerics;
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using AcDream.Core.Physics;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// P2 cellar-LIP wedge (2026-06-04) — deterministic reproduction of the
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/// "blocked at the last step" wedge at the Holtburg cottage cellar lip,
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/// distinct from the earlier issue-#98 cellar (cells 0xA9B4014X).
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///
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/// <para>
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/// Built from live captures this session:
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/// <list type="bullet">
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/// <item><b>Retail-connector trace</b> (CEnvCell::find_collisions) proved
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/// retail's connector cell <c>0xA9B40175</c> NEVER blocks (2692 OK +
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/// 94 Adjusted + 0 Collided + 0 Slid over ~85K samples).</item>
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/// <item><b>acdream live capture</b> at the wedge: the player (r=0.48 body
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/// sphere) is mid-climb at world Z=93.936, carried in the 0.364 m-tall
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/// threshold slab <c>0xA9B40175</c>. Its 0.48 sphere grazes the slab's
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/// −X wall (local X=9; sphere at X=8.523 reaches 9.003 — a 3 mm graze)
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/// → <c>StepSphereUp</c> → <c>DoStepUp</c> fails (no CP on the flat
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/// cottage floor) → <c>StepUpSlide</c> returns <c>Collided</c> → the
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/// per-cell collide returns Collided → wedge.</item>
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/// </list>
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/// </para>
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///
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/// <para>
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/// Fixtures are real cell dumps (<c>ACDREAM_DUMP_CELLS</c>) of the three lip
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/// cells: <c>0xA9B40171</c> (cottage floor), <c>0xA9B40174</c>, <c>0xA9B40175</c>
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/// (threshold connector). The <c>BSP=null</c> hydration gap is bridged with a
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/// synthetic single-leaf BSP, same as <see cref="CellarUpTrajectoryReplayTests"/>.
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/// </para>
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///
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/// <para>
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/// <b>RED status:</b> the climb-advance assertion is expected to FAIL while the
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/// wedge exists (the player freezes at the threshold ~Z=93.94 instead of
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/// reaching the cottage floor ~Z=94.48). When the fix lands it flips to GREEN.
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/// </para>
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/// </summary>
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public class CellarLipWedgeTests
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{
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private const uint CottageFloorId = 0xA9B40171u; // cottage room floor
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private const uint Connector74Id = 0xA9B40174u;
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private const uint ThresholdId = 0xA9B40175u; // 0.364 m threshold slab
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// Player physics from PlayerMovementController.cs (human, from Setup).
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private const float SphereRadius = 0.48f;
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private const float SphereHeight = 1.20f;
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private const float StepUpHeight = 0.40f;
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private const float StepDownHeight = 0.04f;
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// The live-captured wedge state. The probe's [indoor-bsp] wpos is the
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// FOOT-SPHERE CENTER (153.406, 9.754, 93.936); the engine body Position is
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// the foot BOTTOM = center − radius = Z 93.456. Player carried in the
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// 0.364 m threshold slab 0xA9B40175, climbing the cellar stairs; observed
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// motion at the lip is world −Y (into the cottage).
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private static readonly Vector3 WedgeSphereCenter = new(153.406f, 9.754f, 93.936f);
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private static readonly Vector3 WedgeBodyPos =
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new(153.406f, 9.754f, 93.936f - SphereRadius); // foot bottom Z=93.456
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private static readonly Vector3 PerTickOffset = new(0f, -0.10f, 0f);
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private const float CottageFloorZ = 94.00f;
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private const float RestOnCottageZ = CottageFloorZ + SphereRadius; // ≈94.48
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/// <summary>
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/// Diagnostic: drive the player off the threshold toward the cottage and
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/// dump the trajectory + indoor-BSP/step probes. Always passes; the
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/// captured stdout shows exactly what the engine does each tick.
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/// </summary>
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[Fact]
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public void Diagnostic_DriveOffThreshold_DumpTrajectory()
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{
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PhysicsDiagnostics.ProbeResolveEnabled = true;
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PhysicsDiagnostics.ProbeIndoorBspEnabled = true;
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var saved = Console.Out;
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var sw = new StringWriter();
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Console.SetOut(sw);
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try
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{
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var engine = BuildEngineWithLipFixtures();
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var body = BuildWedgeBody();
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var traj = SimulateTicks(engine, body, ThresholdId, 4);
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Console.SetOut(saved);
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var probeLines = sw.ToString();
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File.WriteAllText(
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Path.Combine(Path.GetTempPath(), "lip-wedge-diag.log"),
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"TRAJECTORY:\n" + string.Join("\n", traj.Select(p =>
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$"tick={p.Tick} pos=({p.Position.X:F4},{p.Position.Y:F4},{p.Position.Z:F4}) " +
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$"cell=0x{p.CellId:X8} onGround={p.IsOnGround} cpValid={p.CpValid}")) +
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"\n\nPROBES:\n" + probeLines);
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Assert.True(true);
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}
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finally
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{
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Console.SetOut(saved);
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PhysicsDiagnostics.ProbeResolveEnabled = false;
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PhysicsDiagnostics.ProbeIndoorBspEnabled = false;
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}
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}
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/// <summary>
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/// DOCUMENTS-THE-BUG (passes while the wedge exists; FAILS when the fix
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/// lands). Seeded at the live wedge position (foot-sphere center Z=93.936,
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/// carried in the 0.364 m threshold slab 0xA9B40175) and driven forward,
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/// the player FREEZES — blocked by the slab's −X side wall (poly normal
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/// world (1,0,0)) — instead of advancing onto the cottage floor. Retail's
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/// 0175 never blocks (live CEnvCell::find_collisions trace: 0 Collided/Slid).
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///
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/// <para>
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/// <b>Faithfulness caveat:</b> the per-tick drive direction (world −Y) is an
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/// approximation — the exact <c>targetPos</c> would come from an
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/// <c>ACDREAM_CAPTURE_RESOLVE</c> JSONL of the live wedge. The −Y drive is
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/// PARALLEL to the −X wall, so it reproduces the block but may not be the
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/// real climb path. A candidate fix (replacing the A6.P4 neg-poly
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/// "return Collided" shortcut with retail's slide_sphere) did NOT clear this:
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/// the slide returns Slid with offset=0 (displacement already along the
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/// crease), the loop re-checks with gDelta≈0 → SlideSphere's
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/// offset.LengthSquared<ε → Collided branch → revert. The real fix needs a
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/// faithful repro + the slide/loop-commit investigation (see the handoff
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/// doc 2026-06-04-p2-cellar-lip-flatfloor-cp-handoff.md, Correction 2).
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/// </para>
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///
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/// When the wedge is fixed the player advances and this assertion FAILS —
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/// that is the signal to flip it to assert the climb.
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/// </summary>
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[Fact]
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public void DocumentsWedge_PlayerFrozenAtThreshold_BlockedByMinusXWall()
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{
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var engine = BuildEngineWithLipFixtures();
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var body = BuildWedgeBody();
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var traj = SimulateTicks(engine, body, ThresholdId, 30);
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var final = traj[^1];
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float yAdvance = WedgeBodyPos.Y - final.Position.Y; // +ve = moved into cottage
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float zRise = final.Position.Z - WedgeBodyPos.Z; // +ve = climbed
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Assert.True(
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yAdvance < 0.1f && zRise < 0.1f,
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$"DOCUMENTS-THE-BUG: expected the player to be FROZEN at the threshold " +
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$"(the −X-wall wedge). Instead it advanced to " +
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$"({final.Position.X:F3},{final.Position.Y:F3},{final.Position.Z:F3}) " +
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$"after 30 ticks (yAdvance={yAdvance:F3}, zRise={zRise:F3}). If the wedge " +
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$"fix landed, FLIP this assertion to require the climb " +
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$"(Z≥{CottageFloorZ - 0.05f:F2}, yAdvance>0.5).");
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}
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// ───────────────────────────── helpers ─────────────────────────────
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private static PhysicsBody BuildWedgeBody() => new()
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{
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Position = WedgeBodyPos, // foot bottom Z=93.456
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Orientation = Quaternion.Identity,
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// Best-effort grounded seed: a flat floor at foot level so the player
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// starts "on the ground" mid-climb (the exact body-before state would
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// come from an ACDREAM_CAPTURE_RESOLVE JSONL; this approximation puts
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// the foot-sphere center at Z=93.936 — the live wedge — so the
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// geometric −X-wall full-hit fires).
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ContactPlaneValid = true,
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ContactPlane = new System.Numerics.Plane(0f, 0f, 1f, -WedgeBodyPos.Z),
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ContactPlaneCellId = ThresholdId,
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WalkablePolygonValid = true,
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WalkablePlane = new System.Numerics.Plane(0f, 0f, 1f, -WedgeBodyPos.Z),
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WalkableVertices = new[]
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{
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new Vector3(WedgeBodyPos.X - 1f, WedgeBodyPos.Y - 1f, WedgeBodyPos.Z),
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new Vector3(WedgeBodyPos.X - 1f, WedgeBodyPos.Y + 1f, WedgeBodyPos.Z),
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new Vector3(WedgeBodyPos.X + 1f, WedgeBodyPos.Y + 1f, WedgeBodyPos.Z),
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new Vector3(WedgeBodyPos.X + 1f, WedgeBodyPos.Y - 1f, WedgeBodyPos.Z),
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},
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WalkableUp = Vector3.UnitZ,
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TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
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};
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private static List<TrajPoint> SimulateTicks(
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PhysicsEngine engine, PhysicsBody body, uint initialCellId, int tickCount)
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{
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uint cellId = initialCellId;
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bool isOnGround = true;
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var traj = new List<TrajPoint> { new(0, body.Position, cellId, isOnGround, body.ContactPlaneValid) };
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for (int tick = 1; tick <= tickCount; tick++)
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{
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Vector3 target = body.Position + PerTickOffset;
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var result = engine.ResolveWithTransition(
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currentPos: body.Position,
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targetPos: target,
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cellId: cellId,
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sphereRadius: SphereRadius,
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sphereHeight: SphereHeight,
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stepUpHeight: StepUpHeight,
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stepDownHeight: StepDownHeight,
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isOnGround: isOnGround,
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body: body,
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moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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movingEntityId: 0);
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body.Position = result.Position;
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cellId = result.CellId;
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isOnGround = result.IsOnGround;
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traj.Add(new(tick, body.Position, cellId, isOnGround, body.ContactPlaneValid));
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}
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return traj;
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}
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private sealed record TrajPoint(int Tick, Vector3 Position, uint CellId, bool IsOnGround, bool CpValid);
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// ─────────────────────── faithful live-wedge replay ───────────────────────
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// Replays a captured wedge ResolveWithTransition call (exact currentPos /
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// targetPos / body-before from ACDREAM_CAPTURE_RESOLVE at the live cellar
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// lip) through the lip-cell engine. The live climb direction is −X,+Y (the
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// synthetic −Y guess was backwards). 29 representative wedge records are in
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// Fixtures/cellar-lip/wedge-records.jsonl.
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private static readonly System.Text.Json.JsonSerializerOptions WedgeJsonOptions =
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new() { IncludeFields = true, PropertyNamingPolicy = System.Text.Json.JsonNamingPolicy.CamelCase };
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private static List<ResolveCaptureRecord> LoadWedgeRecords()
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{
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var path = Path.Combine(FixtureDir, "wedge-records.jsonl");
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Assert.True(File.Exists(path), $"Wedge fixture missing: {path}");
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var list = new List<ResolveCaptureRecord>();
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foreach (var line in File.ReadLines(path))
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{
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if (string.IsNullOrWhiteSpace(line)) continue;
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list.Add(System.Text.Json.JsonSerializer.Deserialize<ResolveCaptureRecord>(line, WedgeJsonOptions)!);
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}
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return list;
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}
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private static PhysicsBody SeedBody(PhysicsBodySnapshot s) => new()
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{
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Position = s.Position,
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Orientation = s.Orientation,
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Velocity = s.Velocity,
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Acceleration = s.Acceleration,
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Omega = s.Omega,
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GroundNormal = s.GroundNormal,
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SlidingNormal = s.SlidingNormal,
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ContactPlaneValid = s.ContactPlaneValid,
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ContactPlane = s.ContactPlane,
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ContactPlaneCellId = s.ContactPlaneCellId,
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ContactPlaneIsWater = s.ContactPlaneIsWater,
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WalkablePolygonValid = s.WalkablePolygonValid,
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WalkablePlane = s.WalkablePlane,
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WalkableVertices = s.WalkableVertices,
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WalkableUp = s.WalkableUp,
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Elasticity = s.Elasticity,
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Friction = s.Friction,
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State = (PhysicsStateFlags)s.State,
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TransientState = (TransientStateFlags)s.TransientState,
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LastUpdateTime = s.LastUpdateTime,
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};
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private static (Vector3 res, float requested, float advance) ReplayRecord(ResolveCaptureRecord rec)
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{
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var engine = BuildEngineWithLipFixtures();
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var body = SeedBody(rec.BodyBefore!);
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var result = engine.ResolveWithTransition(
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currentPos: rec.Input.CurrentPos,
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targetPos: rec.Input.TargetPos,
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cellId: rec.Input.CellId,
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sphereRadius: rec.Input.SphereRadius,
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sphereHeight: rec.Input.SphereHeight,
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stepUpHeight: rec.Input.StepUpHeight,
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stepDownHeight: rec.Input.StepDownHeight,
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isOnGround: rec.Input.IsOnGround,
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body: body,
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moverFlags: (ObjectInfoState)rec.Input.MoverFlags,
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movingEntityId: rec.Input.MovingEntityId);
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float requested = Vector3.Distance(rec.Input.CurrentPos, rec.Input.TargetPos);
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float advance = Vector3.Distance(rec.Input.CurrentPos, result.Position);
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return (result.Position, requested, advance);
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}
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/// <summary>
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/// Diagnostic: replay every captured wedge record and report advance% — to
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/// confirm the lip-cell engine reproduces the live stuck (0% advance) before
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/// asserting a fix. Always passes; results in the message + %TEMP% file.
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/// </summary>
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[Fact]
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public void Diagnostic_ReplayLiveWedgeRecords_Advance()
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{
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var recs = LoadWedgeRecords();
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var lines = new List<string>();
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foreach (var (rec, i) in recs.Select((r, i) => (r, i)))
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{
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if (rec.BodyBefore is null) continue;
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var (res, req, adv) = ReplayRecord(rec);
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var cpN = rec.BodyBefore.ContactPlane.Normal;
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lines.Add($"#{i} cp=({cpN.X:F2},{cpN.Y:F2},{cpN.Z:F2}) req={req:F3} adv={adv:F3} ({(req>0?100*adv/req:0):F0}%) " +
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$"cur=({rec.Input.CurrentPos.X:F2},{rec.Input.CurrentPos.Y:F2},{rec.Input.CurrentPos.Z:F2}) " +
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$"tgt=({rec.Input.TargetPos.X:F2},{rec.Input.TargetPos.Y:F2},{rec.Input.TargetPos.Z:F2}) " +
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$"res=({res.X:F2},{res.Y:F2},{res.Z:F2})");
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}
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File.WriteAllText(Path.Combine(Path.GetTempPath(), "lip-wedge-replay.log"), string.Join("\n", lines));
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Assert.True(true, string.Join("\n", lines.Take(10)));
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}
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/// <summary>
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/// Diagnostic: replay ONE floor-CP wedge record with the step-up + indoor
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/// probes on, capturing why the step-up fails. Output to %TEMP%/lip-wedge-stepup.log.
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/// </summary>
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[Fact]
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public void Diagnostic_ReplayFloorCpRecord_StepUpProbes()
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{
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var rec = LoadWedgeRecords().First(r => r.BodyBefore is not null
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&& r.BodyBefore.ContactPlane.Normal.Z > 0.99f);
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var saved = Console.Out;
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var sw = new StringWriter();
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PhysicsDiagnostics.ProbeIndoorBspEnabled = true;
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PhysicsDiagnostics.ProbeStepWalkEnabled = true;
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Environment.SetEnvironmentVariable("ACDREAM_DUMP_STEPUP", "1");
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Console.SetOut(sw);
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try
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{
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var (res, req, adv) = ReplayRecord(rec);
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Console.SetOut(saved);
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File.WriteAllText(Path.Combine(Path.GetTempPath(), "lip-wedge-stepup.log"),
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$"record cur=({rec.Input.CurrentPos.X:F4},{rec.Input.CurrentPos.Y:F4},{rec.Input.CurrentPos.Z:F4}) " +
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$"tgt=({rec.Input.TargetPos.X:F4},{rec.Input.TargetPos.Y:F4},{rec.Input.TargetPos.Z:F4}) " +
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$"req={req:F3} adv={adv:F3} res=({res.X:F4},{res.Y:F4},{res.Z:F4})\n\n" + sw.ToString());
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Assert.True(true);
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}
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finally
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{
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Console.SetOut(saved);
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Environment.SetEnvironmentVariable("ACDREAM_DUMP_STEPUP", null);
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PhysicsDiagnostics.ProbeIndoorBspEnabled = false;
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PhysicsDiagnostics.ProbeStepWalkEnabled = false;
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}
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}
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/// <summary>
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/// FAITHFUL documents-the-bug (passes while the wedge exists; FAILS when the
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/// fix lands → flip to assert the climb). Replays a captured FLOOR-contact-
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/// plane wedge through the lip-cell engine; the player is STUCK (0% advance).
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///
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/// <para>
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/// <b>Root cause (traced via <c>Diagnostic_ReplayFloorCpRecord_StepUpProbes</c>):</b>
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/// the player is at the doorway EDGE of the cottage floor (0171, poly 0x0023,
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/// Z=94). The step-up's step-down finds that floor and the 0.48 sphere
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/// OVERLAPS it (0.085 m below), but acdream's walkable check REJECTS it
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/// because the sphere center projects outside the floor poly's edge
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/// (<c>insideEdges=False</c>, <c>gap=−0.395</c>) → no contact plane → step-up
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/// fails → StepUpSlide=Collided. Retail accepts the floor at its edge and
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/// crosses (0175 never blocks). Fix is in the walkable-edge acceptance
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/// (WalkableHitsSphere / PolygonHitsSpherePrecise / CheckWalkable edge math)
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/// — compare retail CPolygon::walkable_hits_sphere + check_walkable. DOOR
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/// REGRESSION RISK: walkable changes are global; visual-gate + door tests.
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/// </para>
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/// </summary>
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[Fact]
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public void DocumentsWedge_LiveFloorCp_PlayerStuckAtCottageFloorEdge()
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{
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var recs = LoadWedgeRecords();
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var rec = recs.First(r => r.BodyBefore is not null
|
||
&& r.BodyBefore.ContactPlane.Normal.Z > 0.99f);
|
||
var (res, requested, advance) = ReplayRecord(rec);
|
||
var c = rec.Input.CurrentPos; var t = rec.Input.TargetPos;
|
||
Assert.True(advance < 0.1f * requested,
|
||
$"DOCUMENTS-THE-BUG: expected the player STUCK at the cottage-floor edge. " +
|
||
$"Instead it advanced: cur=({c.X:F3},{c.Y:F3},{c.Z:F3}) tgt=({t.X:F3},{t.Y:F3},{t.Z:F3}) " +
|
||
$"res=({res.X:F3},{res.Y:F3},{res.Z:F3}) requested={requested:F3} advance={advance:F3}. " +
|
||
$"If the walkable-edge fix landed, FLIP this to require advance>0.25·requested.");
|
||
}
|
||
|
||
private static PhysicsEngine BuildEngineWithLipFixtures()
|
||
{
|
||
var cache = new PhysicsDataCache();
|
||
var engine = new PhysicsEngine { DataCache = cache };
|
||
|
||
foreach (var cellId in new[] { CottageFloorId, Connector74Id, ThresholdId })
|
||
{
|
||
var path = Path.Combine(FixtureDir, $"0x{cellId:X8}.json");
|
||
Assert.True(File.Exists(path), $"Lip fixture missing: {path}");
|
||
var dump = CellDumpSerializer.Read(path);
|
||
var cell = CellDumpSerializer.Hydrate(dump);
|
||
cache.RegisterCellStructForTest(cellId, AttachSyntheticBsp(cell));
|
||
}
|
||
|
||
// Empty-terrain landblock so FindObjCollisions' TryGetLandblockContext
|
||
// succeeds at the lip XY (X≈153, Y≈9). Flat far-below surface; the
|
||
// indoor BSP path fires first so terrain is never consulted.
|
||
var heights = new byte[81];
|
||
var heightTable = new float[256];
|
||
for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
|
||
engine.AddLandblock(
|
||
landblockId: 0xA9B40000u,
|
||
terrain: new TerrainSurface(heights, heightTable),
|
||
cells: Array.Empty<CellSurface>(),
|
||
portals: Array.Empty<PortalPlane>(),
|
||
worldOffsetX: 0f,
|
||
worldOffsetY: 0f);
|
||
|
||
return engine;
|
||
}
|
||
|
||
private static CellPhysics AttachSyntheticBsp(CellPhysics cell)
|
||
{
|
||
var leaf = new PhysicsBSPNode
|
||
{
|
||
Type = BSPNodeType.Leaf,
|
||
BoundingSphere = new Sphere { Origin = new Vector3(0f, 0f, 0f), Radius = 15f },
|
||
};
|
||
foreach (var kv in cell.Resolved)
|
||
leaf.Polygons.Add(kv.Key);
|
||
|
||
return new CellPhysics
|
||
{
|
||
BSP = new PhysicsBSPTree { Root = leaf },
|
||
PhysicsPolygons = cell.PhysicsPolygons,
|
||
Vertices = cell.Vertices,
|
||
WorldTransform = cell.WorldTransform,
|
||
InverseWorldTransform = cell.InverseWorldTransform,
|
||
Resolved = cell.Resolved,
|
||
CellBSP = cell.CellBSP,
|
||
Portals = cell.Portals,
|
||
PortalPolygons = cell.PortalPolygons,
|
||
VisibleCellIds = cell.VisibleCellIds,
|
||
};
|
||
}
|
||
|
||
private static string FixtureDir =>
|
||
Path.Combine(SolutionRoot(), "tests", "AcDream.Core.Tests", "Fixtures", "cellar-lip");
|
||
|
||
private static string SolutionRoot()
|
||
{
|
||
var dir = AppContext.BaseDirectory;
|
||
while (!string.IsNullOrEmpty(dir))
|
||
{
|
||
if (File.Exists(Path.Combine(dir, "AcDream.slnx")))
|
||
return dir;
|
||
dir = Path.GetDirectoryName(dir);
|
||
}
|
||
throw new InvalidOperationException("Could not locate solution root (AcDream.slnx).");
|
||
}
|
||
}
|