Campaign P remaining-physics-divergence, placement cutover slice C3c
(docs/plans/2026-08-02-placement-cutover.md). Both production hosts now
register every initial Create through the residence + continuation-
executor + first-entry-conductor machinery (C0-C3b):
- Graphical (route 1): RegisterEntityWithInitialResidence at Create; the
shared RuntimeFirstEntryDriveController pumps both conductors from the
placement-receipt flow; MaterializeProjection and RebucketLiveEntity
are presentation-only while a residence is ACTIVE (ExecutorCompleted is
the presentation-binding receipt); post-residence entities take the
full legacy path including the prepare_to_enter_world clock edges.
PlayerModeController attaches presentation to the Runtime-published
controller; its legacy resolve/step-heights/host-construction path is
deleted; presentation-only rollback (retail has no entry-flow rollback).
- Headless (route 8): OnSpawned registers with residence when a drive
exists; content-less sessions keep the pre-flip direct registration;
SynchronizeLocalPlayer/CreateController/ApplySetupStepHeights deleted;
prepared-collision read failure is a typed AwaitingCollisionSource
retry; far remotes outside the service window complete celless.
- RuntimeLocalPlayerMovementState.Controller setter sealed internal; all
controller mutation flows through the publication lifecycle.
Fix slices landed within this cutover, each dual-gated:
- F1: live movement-stat/server-physics application routed through the
Runtime ownership seam (post-logout ingest crash on the retired
controller eliminated; RuntimeMovementSkillProjection deleted).
- F2: login activation wedge - collision-admission prefix gate factored
out of the seal (reentrant-commit RejectedAuthority), rearm generation
identity corrected, PlayerModeAutoEntry requires the Runtime-published
controller (world reveal can no longer seal unmaterialized).
- F3: landblock-prefix 0-sentinel replaced by explicit absent-id guards;
map-corner landblocks (grid row/col 0) fully legal through admission,
park/rearm/retire, quiescence, and outdoor shadow seeds.
- F5: local-player first-entry ground contact seeded by the shared
SpawnPlacementSettler (moved App->Core) at FinalizeActivation - the
retail first-gravity-frame touch (enter_world 0x00516170 carries no
seed); the legacy unconditional force-seed is overwritten by a real
floor-found contact; airborne spawns stay airborne; outbound contact
bit verified end-to-end. Fixes the standing-cast 'You can't do that
while in the air!' rejections.
- R1 (dual-review round): login constraint leash armed at the committed
placement (HandleReceivedPosition 0x00453FD0 analog); register rows
AD-61 (settle-timing compression now covering the local player) and
AD-42 (repointed off the deleted resolve split) in this commit;
residence-conversion owner API; wire-landblock guards; drive-pending
ledger in IsConverged; route attach/detach latch; executor-drain drift
model documented + source-pinned.
Gates: Runtime 1,003, App 4,039/3 skips, Headless 79, complete solution
10,816/0 failed/4 skips (Release, -m:1); connected lifecycle/reconnect
gate PASS (logs/connected-world-gate-20260802-175401; graceful exits,
world-visible, zero airborne rejections). The nine-stop soak remains red
for the pre-existing 6b28ff99 whole-world collision-clone throughput
regression (attributed with evidence; scheduled as its own slice before
C5). Dual Opus reviews (retail-conformance + adversarial): delta PASS.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
114 lines
3.6 KiB
C#
114 lines
3.6 KiB
C#
using System.Numerics;
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using AcDream.Core.Physics;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// C3c-F5: moved from tests/AcDream.App.Tests/Physics/
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/// RemoteSpawnPlacementSettlerTests.cs when the #270 settler moved to Core
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/// (App -> <see cref="SpawnPlacementSettler"/>) so the local player's
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/// Runtime first-entry activation can share it. Test bodies unchanged.
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/// </summary>
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public sealed class SpawnPlacementSettlerTests
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{
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private const uint Landblock = 0xA9B40000u;
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private const uint Cell = Landblock | 0x0001u;
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private const float Radius = 0.48f;
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private const float Height = 1.835f;
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[Fact]
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public void FloorWithinFirstGravityFrame_CommitsGroundContactOnce()
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{
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PhysicsEngine engine = BuildFlatEngine();
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PhysicsBody body = AirborneBody(new Vector3(12f, 12f, 0.25f));
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int hitGround = 0;
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int leaveGround = 0;
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bool settled = SpawnPlacementSettler.TrySettle(
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engine,
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body,
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body.Position,
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Cell,
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Radius,
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Height,
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ObjectInfoState.EdgeSlide,
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movingEntityId: 0x70000001u,
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() => hitGround++,
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() => leaveGround++);
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Assert.True(settled);
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Assert.True(body.InContact);
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Assert.True(body.OnWalkable);
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Assert.Equal(1, hitGround);
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Assert.Equal(0, leaveGround);
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}
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[Fact]
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public void MissingCell_CanRetryAfterHydrationWithoutReconstructingBody()
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{
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var engine = new PhysicsEngine { DataCache = new PhysicsDataCache() };
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PhysicsBody body = AirborneBody(new Vector3(12f, 12f, 0.25f));
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Vector3 originalPosition = body.Position;
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Assert.False(TrySettle(engine, body));
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Assert.False(body.InContact);
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Assert.Equal(originalPosition, body.Position);
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AddFlatLandblock(engine);
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Assert.True(TrySettle(engine, body));
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Assert.True(body.InContact);
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Assert.True(body.OnWalkable);
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}
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[Fact]
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public void FloorOutsideSettleDistance_LeavesGenuinelyAirborneBodyUnchanged()
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{
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PhysicsEngine engine = BuildFlatEngine();
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PhysicsBody body = AirborneBody(new Vector3(12f, 12f, 1.25f));
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Vector3 originalPosition = body.Position;
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Assert.False(TrySettle(engine, body));
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Assert.False(body.InContact);
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Assert.False(body.OnWalkable);
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Assert.Equal(originalPosition, body.Position);
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}
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private static bool TrySettle(PhysicsEngine engine, PhysicsBody body) =>
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SpawnPlacementSettler.TrySettle(
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engine,
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body,
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body.Position,
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Cell,
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Radius,
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Height,
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ObjectInfoState.EdgeSlide,
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movingEntityId: 0x70000001u,
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static () => { },
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static () => { });
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private static PhysicsBody AirborneBody(Vector3 position) => new()
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{
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Position = position,
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Orientation = Quaternion.Identity,
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State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
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TransientState = TransientStateFlags.None,
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};
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private static PhysicsEngine BuildFlatEngine()
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{
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var engine = new PhysicsEngine { DataCache = new PhysicsDataCache() };
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AddFlatLandblock(engine);
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return engine;
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}
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private static void AddFlatLandblock(PhysicsEngine engine) =>
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engine.AddLandblock(
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Landblock,
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new TerrainSurface(new byte[81], new float[256]),
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Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(),
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worldOffsetX: 0f,
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worldOffsetY: 0f);
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}
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