Member-wise deletion of the three legacy resolver members named in docs/research/2026-08-05-c5a-contract.md: PhysicsEngine.Resolve, PhysicsEngine.HasCellSurface, and PhysicsEngine.ResolvePlacement. An exhaustive receiver census over src/ found zero production callers of any of the three — every production placement writer already reaches the canonical PhysicsEngine.SetPosition transaction exclusively through RuntimeSetPositionState (three call sites total). The deletion is purely member-wise: IsSpawnCellReady and AdjustPosition, which shared the same source region as the deleted members, are preserved byte-identical — every remaining production caller of either (including PhysicsCameraCollisionProbe, AdjustPosition's sole surviving production caller) is unaffected. Companion changes: - PlayerMovementController's 3-argument SetPosition test overload is renamed to SeedPlacementForTest (internal) and CommitPreparedPosition is deleted; 83 call sites across 19 test files were mechanically renamed to match. - Seven pinned test dispositions from the contract are executed: 3.1 (PhysicsEngineTests.cs: 11 legacy-resolver tests deleted, 6 ResolveWithTransition tests kept), 3.2/3.3/3.4 (re-point to canonical SetPosition, with TransitionScratchDifferentialTests.cs additionally gaining positive IsCommitted assertions after each bitwise comparison so the differential proves a placement actually committed, not just that two possibly-uncommitted results match), 3.5 (Runtime rename), and 3.6 (PlayerMovementPlacementTransactionTests.cs rewritten — its xmldoc now states plainly that the render-root publish moved to RuntimeSetPositionState.cs, but the sticky-release relocation claim was false and is retracted; this disposition's coverage loss is the sticky release path, not silently absorbed elsewhere). - Stale `PhysicsEngine.Resolve`/`Resolve` doc citations in CellTransit.cs, PlayerMovementController.cs, and HeadlessSessionWorldProjection.cs are corrected to name the surviving canonical entry points by symbol (SetPosition, AdjustSetPosition/AdjustPosition, ResolveWithTransition) rather than fragile line numbers. Retires AP-1 and AD-1 in docs/architecture/retail-divergence-register.md: both rows described production zero-delta placement routing remaining on the legacy resolver pending the Slice 4B2/4B route cutover; that resolver no longer exists, so the condition each row tracked is now structurally false rather than merely narrowed. AP-145 (routed through the prior commit) and this commit's AP-1/AD-1 together bring the section counts to 101 AP / 47 AD active rows. Builds on the AP-145 fix (previous commit) — this commit's staged tree was independently rebuilt and its four suites independently rerun on top of that commit before this commit was created, in addition to the combined rebuild/rerun below. Full-solution build: 0 errors (21 pre-existing warnings, all unrelated). Suite results (combined tree): Core 4270/4271 passed (1 skip; the single DatSoundCacheTests concurrent-decode-dedup failure is a known load-sensitive race, confirmed passing standalone and unrelated to this change), Runtime 1176/1176, Headless 86/86, App 4132/4135 (3 skips). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
111 lines
4.3 KiB
C#
111 lines
4.3 KiB
C#
using System.Numerics;
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using AcDream.App.Input;
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using AcDream.App.Interaction;
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using AcDream.Core.Physics;
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using AcDream.Core.Physics.Motion;
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using AcDream.Core.World;
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namespace AcDream.App.Tests.Interaction;
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public sealed class PlayerInteractionMovementSinkTests
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{
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private const uint Player = 0x5000_0001u;
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private const uint Target = 0x7000_0001u;
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private const uint Cell = 0x0101_0001u;
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[Fact]
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public void MissingPlayerDoesNotArmTheIntent()
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{
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var completions = new PlayerApproachCompletionState();
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var sink = new PlayerInteractionMovementSink(() => null, completions);
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bool armed = false;
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Assert.False(sink.BeginApproach(Approach(closeRange: true), _ => armed = true));
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Assert.False(armed);
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}
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[Theory]
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[InlineData(true, MovementType.TurnToObject)]
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[InlineData(false, MovementType.MoveToObject)]
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public void ProductionSinkCancelsThenArmsAndInstallsExactMovement(
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bool closeRange,
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MovementType expectedType)
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{
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var controller = new PlayerMovementController(new PhysicsEngine());
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controller.SeedPlacementForTest(Vector3.Zero, Cell, Vector3.Zero);
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bool nonAutonomousAtTargetInstall = false;
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int cancellations = 0;
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double targetQuantum = 0d;
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var moveTo = new MoveToManager(
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controller.Motion,
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stopCompletely: () => { },
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getPosition: () => controller.CellPosition,
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getHeading: () => MoveToMath.HeadingFromYaw(controller.Yaw),
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setHeading: (heading, _) => controller.Yaw = MoveToMath.YawFromHeading(heading),
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getOwnRadius: () => 0.4f,
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getOwnHeight: () => 1.8f,
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contact: () => true,
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isInterpolating: () => false,
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getVelocity: () => Vector3.Zero,
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getSelfId: () => Player,
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setTarget: (_, topLevelId, radius, quantum) =>
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{
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Assert.Equal(Target, topLevelId);
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Assert.Equal(0.5f, radius);
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targetQuantum = quantum;
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nonAutonomousAtTargetInstall =
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controller.Motion.PhysicsObj?.LastMoveWasAutonomous == false;
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},
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clearTarget: () => { },
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getTargetQuantum: () => targetQuantum,
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setTargetQuantum: quantum => targetQuantum = quantum);
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moveTo.MoveToCancelled = _ => cancellations++;
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controller.MoveTo = moveTo;
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// Prove the sink's explicit cancel occurs before its arm callback.
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moveTo.MoveToPosition(
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new Position(Cell, new Vector3(2f, 0f, 0f), Quaternion.Identity),
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new MovementParameters { UseSpheres = false });
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bool armedAfterCancellation = false;
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var completions = new PlayerApproachCompletionState();
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_ = completions.BeginControllerLifetime();
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var sink = new PlayerInteractionMovementSink(
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() => controller,
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completions);
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Assert.True(sink.BeginApproach(
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Approach(closeRange),
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_ => armedAfterCancellation = cancellations == 1 && !moveTo.IsMovingTo()));
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Assert.True(armedAfterCancellation);
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Assert.True(nonAutonomousAtTargetInstall);
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Assert.Equal(expectedType, moveTo.MovementTypeState);
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Assert.Equal(Target, moveTo.SoughtObjectId);
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Assert.Equal(Target, moveTo.TopLevelObjectId);
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Assert.Equal(closeRange ? 0f : 0.75f, moveTo.SoughtObjectRadius);
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Assert.Equal(closeRange ? 0f : 2.25f, moveTo.SoughtObjectHeight);
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Assert.Equal(0.6f, moveTo.Params.DistanceToObject);
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Assert.Equal(!closeRange, moveTo.Params.CanCharge);
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}
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private static InteractionApproach Approach(bool closeRange)
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{
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var entity = new WorldEntity
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{
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Id = 101u,
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ServerGuid = Target,
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SourceGfxObjOrSetupId = 0x0200_0001u,
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Position = new Vector3(5f, 0f, 0f),
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Rotation = Quaternion.Identity,
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MeshRefs = [],
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};
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return new InteractionApproach(
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new WorldInteractionTarget(Target, entity.Id, entity),
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new PlayerInteractionPose(Cell, Vector3.Zero),
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UseRadius: 0.6f,
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IsCloseRange: closeRange,
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CanCharge: !closeRange,
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TargetRadius: 0.75f,
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TargetHeight: 2.25f);
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}
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}
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