acdream/tests/AcDream.App.Tests/Rendering/TowerAscentReplayTests.cs
Erik 899145e1d7 #119-residual: tower-ascent harness pins the roof-lip flood gap; barrel claim RETRACTED (user axiom: not in retail)
User verdict on the post-#120 build: "Barrel is gone and more stairs
exist" - the #120 fix partially cured the tower, and the earlier
"legit dat barrels on the landings" claim is RETRACTED (USER AXIOM: the
barrel is NOT in the tower in retail; what the user saw was itself a
render artifact of the corrupted floods, and what the 0x020005D8 cell
statics actually render as is unverified - do not assume barrel).

Remaining tower bugs, both PINNED by TowerAscentReplayTests (the #118
exit-walk pattern, vertical - a helix ascent with the gaze locked ON
the staircase, so a cull has no gaze excuse):
- steps 195-201 (eye z 126.9-127.3, the roof-lip band between the main
  cell's ceiling at 126.8 and the roof aperture plane at ~127.2) resolve
  OUTDOOR and the per-building exterior flood admits NOTHING (flood=1 =
  the outdoor node alone): the eye is above every side aperture's useful
  view and ON/INSIDE the roof aperture's plane, so BuildFromExterior's
  seed side-test / in-plane reject refuses every exit portal. The tower
  interior never floods -> the staircase (a 0x0107 static) cone-culls
  while staying walkable (user symptom 1), and the roof-lip cell
  geometry flaps as the live eye bobs across the band's edges (user
  symptom 2). One mechanism, both symptoms.
- The pin is committed as a SKIPPED red test
  (TowerAscent_StaircaseStaysConeVisible_EveryStep; the skip reason
  carries the defect) so the suite stays green - un-skip with the fix.
- TowerAscent_RootDoesNotPingPong + the per-step diagnostic stay active.

Fix direction (oracle-first, next): determine which side diverges from
retail - (a) viewer-cell resolution (retail curr_cell may keep the eye
INTERIOR through the band: keep-curr above open-top cells / cell BSP
classifying the parapet bowl as inside 0x010A, where our resolution
demotes to outdoor), or (b) exterior seed admission (retail
ConstructView(CBldPortal) Sidedness with an in-plane eye). Grep the
named decomp for both before touching either layer.

Suites: App 238 + 1 skip (236+3 new, 1 pinned), Core 1419+2skip,
UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 18:34:45 +02:00

258 lines
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using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering;
using DatReaderWriter;
using DatReaderWriter.Options;
using Xunit;
using Xunit.Abstractions;
namespace AcDream.App.Tests.Rendering;
/// <summary>
/// #119 residual — the tower-ascent harness (the #118 exit-walk pattern,
/// vertical). User report (post-#120 build): running UP the AAB3 tower
/// (cell 0xAAB30107, building[1] model 0x01001117) the TOP stairs disappear
/// visually but stay walkable, and at the top the roof/edges FLAP in and
/// out. The tower's upper cells are thin landing/roof slabs with EXIT
/// portals (0x0108 z≈121123, 0x0109 z≈112114.5, 0x010A z≈126.8127.2 —
/// the roof lip), so the ascent walks the eye across exit-portal planes —
/// the same decision-stack territory as #118/#120.
///
/// Per step of a helix matching the spiral staircase, this drives the
/// production stack headlessly: viewer-cell resolution (smallest containing
/// AABB; outdoor when none) → PortalVisibilityBuilder.Build (+ the
/// per-building exterior floods on outdoor steps, mirroring
/// RetailPViewRenderer.MergeNearbyBuildingFloods) → ClipFrameAssembler →
/// ViewconeCuller → the DrawCellObjectLists predicate for the staircase
/// static (Setup 0x020003F2, ParentCellId 0x0107). The failing steps pin
/// the vanish; root/visibility instability across adjacent steps pins the
/// flap.
/// </summary>
public class TowerAscentReplayTests
{
private readonly ITestOutputHelper _out;
public TowerAscentReplayTests(ITestOutputHelper output) => _out = output;
private const uint Landblock = 0xAAB30000u;
private const uint MainCell = Landblock | 0x0107u;
// Tower geometry (Issue119TowerDumpTests dat facts): origin (108,60,112);
// the staircase Setup spans local x,y ∈ [-4,4], z ∈ [0,15.5]. Production
// EntitySphere = AABB center + half-diagonal.
private static readonly Vector3 TowerCenter = new(108f, 60f, 112f);
private static readonly Vector3 StairSphereCenter = new(108f, 60f, 119.75f);
private const float StairSphereRadius = 9.45f;
private sealed record AscentStep(
int Index,
Vector3 Eye,
uint RootCellId, // 0 = outdoor
bool FloodHasMainCell,
bool StairsConeVisible,
int OutsidePolys,
int FloodCells);
private static Matrix4x4 ViewProjFor(Vector3 eye, Vector3 lookAt)
{
var view = Matrix4x4.CreateLookAt(eye, lookAt, Vector3.UnitZ);
var proj = Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1280f / 720f, 0.1f, 5000f);
return view * proj;
}
private static uint? ResolveInteriorCellByAabb(
Dictionary<uint, LoadedCell> cells, Vector3 worldPoint, float margin = 0.05f)
{
uint? best = null;
float bestVolume = float.MaxValue;
foreach (var (id, cell) in cells)
{
var local = Vector3.Transform(worldPoint, cell.InverseWorldTransform);
var min = cell.LocalBoundsMin - new Vector3(margin);
var max = cell.LocalBoundsMax + new Vector3(margin);
if (local.X < min.X || local.Y < min.Y || local.Z < min.Z
|| local.X > max.X || local.Y > max.Y || local.Z > max.Z)
continue;
var ext = cell.LocalBoundsMax - cell.LocalBoundsMin;
float volume = MathF.Max(ext.X, 1e-3f) * MathF.Max(ext.Y, 1e-3f) * MathF.Max(ext.Z, 1e-3f);
if (volume < bestVolume) { bestVolume = volume; best = id; }
}
return best;
}
// Mirror of RetailPViewRenderer.MergeBuildingFrame (union semantics).
private static void MergeFrame(PortalVisibilityFrame target, PortalVisibilityFrame src)
{
foreach (uint cellId in src.OrderedVisibleCells)
{
if (!src.CellViews.TryGetValue(cellId, out var srcView)) continue;
if (target.CellViews.TryGetValue(cellId, out var existing))
{
foreach (var p in srcView.Polygons) existing.Add(p);
continue;
}
target.CellViews[cellId] = srcView;
target.OrderedVisibleCells.Add(cellId);
}
}
private List<AscentStep>? RunAscent()
{
var datDir = CornerFloodReplayTests.ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return null; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var cells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, Landblock);
Func<uint, LoadedCell?> lookup = id => cells.TryGetValue(id, out var c) ? c : null;
Assert.True(cells.ContainsKey(MainCell), "tower main cell not loaded");
// The tower building's cell list (Issue119TowerDumpTests: building[1]
// stabs = 0x0107..0x010A) — the per-building flood candidates on
// outdoor-root steps, mirroring GameWindow's gather.
var towerCells = new List<LoadedCell>();
for (uint low = 0x0107u; low <= 0x010Au; low++)
if (cells.TryGetValue(Landblock | low, out var c))
towerCells.Add(c);
// Eye helix matching the spiral: two turns, radius 2.5 m, z from head
// height at the base to above the roof lip (cell 0x010A tops at 127.2).
const int Steps = 220;
const float ZStart = 113.6f, ZEnd = 128.6f;
var clipFrame = ClipFrame.NoClip();
var steps = new List<AscentStep>(Steps + 1);
for (int i = 0; i <= Steps; i++)
{
float t = i / (float)Steps;
float theta = t * 4f * MathF.PI;
float z = ZStart + t * (ZEnd - ZStart);
var eye = new Vector3(
TowerCenter.X + 2.5f * MathF.Cos(theta),
TowerCenter.Y + 2.5f * MathF.Sin(theta),
z);
// look AT the staircase (the user's framing while climbing: the
// camera tracks the player on the stairs). An unambiguous pin:
// if the staircase cone-culls while looked at directly, the
// visibility stack is wrong — no gaze excuse.
var gaze = StairSphereCenter - eye;
if (gaze.LengthSquared() < 1e-4f) gaze = new Vector3(0f, 0f, -1f);
var viewProj = ViewProjFor(eye, eye + Vector3.Normalize(gaze) * 3f);
uint rootCellId = 0u;
PortalVisibilityFrame pv;
var contained = ResolveInteriorCellByAabb(cells, eye);
if (contained.HasValue)
{
rootCellId = contained.Value;
pv = PortalVisibilityBuilder.Build(cells[rootCellId], eye, lookup, viewProj);
}
else
{
// outdoor root: full-screen outside view + the per-building
// exterior floods (RetailPViewRenderer.MergeNearbyBuildingFloods)
var outdoor = OutdoorCellNode.Build(Landblock | 0x0001u);
pv = PortalVisibilityBuilder.Build(outdoor, eye, lookup, viewProj);
var bf = PortalVisibilityBuilder.ConstructViewBuilding(
towerCells, eye, lookup, viewProj);
MergeFrame(pv, bf);
}
var asm = ClipFrameAssembler.Assemble(clipFrame, pv);
var cone = ViewconeCuller.Build(asm, viewProj);
bool floodHasMain = pv.CellViews.ContainsKey(MainCell);
// DrawCellObjectLists predicate for a 0x0107 static: sphere vs the
// cell's views (RetailPViewRenderer.cs DrawCellObjectLists / T3).
bool stairsVisible = cone.SphereVisibleInCell(MainCell, StairSphereCenter, StairSphereRadius);
steps.Add(new AscentStep(
i, eye, rootCellId, floodHasMain, stairsVisible,
pv.OutsideView.Polygons.Count, pv.OrderedVisibleCells.Count));
}
return steps;
}
private void DumpSteps(IEnumerable<AscentStep> steps, Func<AscentStep, bool>? filter = null)
{
foreach (var st in steps)
{
if (filter is not null && !filter(st)) continue;
string root = st.RootCellId == 0 ? "OUTDOOR " : FormattableString.Invariant($"0x{st.RootCellId:X8}");
string stairs = st.StairsConeVisible ? "VIS " : "CULL";
_out.WriteLine(FormattableString.Invariant(
$"step={st.Index,3} eye=({st.Eye.X:F2},{st.Eye.Y:F2},{st.Eye.Z:F2}) root={root} floodMain={st.FloodHasMainCell} stairs={stairs} outPolys={st.OutsidePolys} flood={st.FloodCells}"));
}
}
/// <summary>
/// The vanish pin: the staircase static must stay cone-visible on every
/// ascent step (the gaze looks STRAIGHT AT it — no gaze excuse).
///
/// PINNED RED 2026-06-11 (skip carries the defect; un-skip with the fix):
/// steps 195201 (eye z 126.9127.3, the roof-lip band between the main
/// cell's ceiling at 126.8 and the roof aperture plane at ~127.2) resolve
/// OUTDOOR and the per-building exterior flood admits NOTHING (flood=1 =
/// the outdoor node alone) — the eye is above every side aperture's
/// useful view and ON/INSIDE the roof aperture's plane, so
/// BuildFromExterior's seed side-test/in-plane reject refuses every exit
/// portal. The tower interior never floods → the staircase (a 0x0107
/// static) has no views → culled while walkable, and the roof-lip cell
/// geometry flaps as the live eye bobs across the band's edges. Fix
/// needs the retail oracle: does retail keep the viewer cell INTERIOR
/// through this band (curr_cell keep-curr above open-top cells), or can
/// ConstructView(CBldPortal) seed with an in-plane eye?
/// </summary>
[Fact(Skip = "#119-residual: pins the roof-lip flood gap (steps 195-201) — un-skip with the fix; see the doc comment")]
public void TowerAscent_StaircaseStaysConeVisible_EveryStep()
{
var steps = RunAscent();
if (steps is null) return;
var failures = steps.FindAll(s => !s.StairsConeVisible);
if (failures.Count > 0)
{
_out.WriteLine($"--- {failures.Count} stairs-CULLED steps ---");
DumpSteps(failures);
}
Assert.True(failures.Count == 0,
$"{failures.Count}/{steps.Count} ascent steps cone-cull the staircase (first at step {(failures.Count > 0 ? failures[0].Index : -1)}) — see output");
}
/// <summary>
/// The flap pin: along a smooth monotone ascent, the resolved root may
/// transition between cells/outdoor but must not PING-PONG (A→B→A within
/// three consecutive steps = a knife-edge decision the live camera jitter
/// turns into per-frame flapping).
/// </summary>
[Fact]
public void TowerAscent_RootDoesNotPingPong()
{
var steps = RunAscent();
if (steps is null) return;
var flips = new List<int>();
for (int i = 2; i < steps.Count; i++)
{
uint a = steps[i - 2].RootCellId, b = steps[i - 1].RootCellId, c = steps[i].RootCellId;
if (a != b && b != c && a == c)
flips.Add(i - 1);
}
if (flips.Count > 0)
{
_out.WriteLine($"--- {flips.Count} root ping-pong steps ---");
DumpSteps(steps, s => flips.Contains(s.Index) || flips.Contains(s.Index - 1) || flips.Contains(s.Index + 1));
}
Assert.True(flips.Count == 0,
$"{flips.Count} root ping-pongs along a monotone ascent — knife-edge root decisions (see output)");
}
/// <summary>Full per-step table for the investigation record.</summary>
[Fact]
public void Diagnostic_TowerAscent_PerStepTable()
{
var steps = RunAscent();
if (steps is null) return;
DumpSteps(steps);
}
}