acdream had never implemented retail's SECOND cell-membership algorithm.
CPhysicsObj::calc_cross_cells @0x00515230 tests HAS_PHYSICS_BSP_PS at
0x00515285 and jumps (0x0051528f jne 0x515305) to find_bbox_cell_list
@0x00510fc0 for a BSP-bearing object; everything below that jump is the
OTHER algorithm, CObjCell::find_cell_list, and that is all we had. Every
object, BSP-bearing or not, was routed through it.
That path's outdoor expansion is a HARD CAP of one cell in each direction.
CellTransit.AddAllOutsideCells computes minRad = radius, maxRad = 24 - radius
and adds at most the eight neighbours of the sphere's own cell, so for any
radius >= 12 m both boundary tests are unconditionally true and the result is
exactly 3x3. Widening the radius or adding a second sphere is mechanically
incapable of adding a tenth cell. The user's live probe measured the
consequence directly: standing inside a Neftet formation, inCell=2 exempt=2
reached=0 -- the geometry was not a candidate at all.
The port. AddAllOutsideCellsFromParts is CLandCell::add_all_outside_cells
@0x00533360 plus add_cell_block @0x005331d0: base landcell from the FIRST
part's own adjust_to_outside, baseX/baseY within-block, each part's authored
CGfxObj::gfx_bound_box re-fit through all eight corners
(BBox::LocalToGlobal @0x005b2120), floor(v / square_length) where
square_length = 0x7c920c = 24.0f, four accumulators seeded to zero, ONE
rectangle unioned across all parts, FILLED, in GLOBAL lcoords so it crosses
landblocks freely, clamped only to [0, 0x7f8).
BuildShadowCellSetFromParts is find_bbox_cell_list's worklist.
RegisterMultiPart dispatches on the same flag retail does, and
BuildFloodSpheres' BSP arm is deleted rather than left unreachable.
Disassembled from the PDB-paired 2013-09-06 binary, not read from Binary
Ninja: BN mis-renders four separate constructs inside add_all_outside_cells
alone -- a dropped `and eax,0xffff` on baseX, a neg/sbb/and select shown as
identically zero, a wrong get_landcell argument, and both x87 flag tests as
`unimplemented {test ah}`.
ShadowPartGeometry pairs the BSP root sphere with the authored box so no
resolver can answer one and leave the other call site to synthesize a
substitute -- the AP-156 invariant applied a second time, since that split is
what produced AP-156 and then this. The box comes from
FlatGfxObjVisualBounds, already computed by exactly CGfxObj::init_end's
algorithm and already in the prepared package: no bake change, no DAT re-read.
Cost, measured over the installed DATs before any code was written: 1,258
physics-BSP GfxObjs, cells/object p50 4, p90 4, p99 12, max 49. The port is
CHEAPER than the old 3x3 = 9 for 98.97% of them. Row totals (shapes x cells)
over all 1,031 landblocks with BSP owners fall 97,173 -> 15,607 (0.161x);
dense Arwic 0xC6A9 falls 342 -> 43. One landblock more than doubles.
Precondition confirmed before pinning any expected cell set: 0x010046D8's box
is 96 m x 96 m about cell (2,2) = 0x87640013, which independently corroborates
the 3x3-centred-there diagnosis, and its rectangle does contain 0x87640011 and
0x87640019 -- the two cells the probe measured empty.
Register: AP-156's outdoor half CLOSED and its risk column CORRECTED (it read
"extra broadphase candidates, never a missed one", which generalised the indoor
direction to the whole row and is why #334 sat inside it unnoticed). AP-159 +
issue #335 file the unported indoor arm; AD-49 records the seed-time rectangle.
Issue #336 files a fourth load-sensitive test flake seen once during the gate.
Ten tests, every one sabotage-verified in both directions across eight
mutations (dispatch, 8-corner refit, floor-vs-truncation, union-vs-per-part,
map clamp, adjust guard, landblock clamp, box-path-for-everything). The
strongest is an installed-DAT replay of the user's own probe evidence.
Suite 11,208 -> 11,218 passed / 4 skipped / 0 failed; the +10 is exactly the
new tests.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
196 lines
8.2 KiB
C#
196 lines
8.2 KiB
C#
using System.Numerics;
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using AcDream.App.Physics;
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using AcDream.App.Streaming;
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using AcDream.App.World;
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using AcDream.Core.Items;
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using AcDream.Core.Net;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Physics;
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using AcDream.Core.World;
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using AcDream.Runtime;
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using AcDream.Runtime.Entities;
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using DatReaderWriter.DBObjs;
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namespace AcDream.App.Tests.Physics;
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/// <summary>
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/// #297 F1 (review round 2): <c>LiveEntityCollisionBuilder.Build</c> (invoked
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/// from <c>LiveEntityHydrationController.OnAppearance</c> on every
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/// equip/dequip ObjDesc) rebuilds a live entity's shadow-registry collision
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/// flags from <c>spawn.ObjectDescriptionFlags</c>. Before
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/// <see cref="RuntimeEntityPvpBitfieldSnapshotSync"/> existed, that spawn was
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/// the FROZEN CreateObject-time value — a plain equip/dequip after a live
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/// PropertyInt(PlayerKillerStatus) update would silently revert the
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/// shadow-registry PKLite flag, restoring the exact #297 symptom
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/// (walk-through) even though <see cref="LiveEntityPvpBitfieldSync"/> had
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/// already fixed it once. This test drives the REAL production sequence —
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/// register, apply the live PK update, apply an ObjDesc through the gated
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/// pipeline, rebuild collision, reconcile into the registry — and asserts
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/// the shadow flags survive the rebuild.
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/// </summary>
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public sealed class PvpBitfieldSurvivesAppearanceRebuildTests
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{
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private const uint Guid = 0x70000030u;
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private const uint Cell = 0x01010001u;
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private sealed class RecordingResources : ILiveEntityResourceLifecycle
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{
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public void Register(WorldEntity entity) { }
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public void Unregister(WorldEntity entity) { }
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}
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private sealed class NullAnimationLoader : IAnimationLoader
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{
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public Animation? LoadAnimation(uint id) => null;
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}
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private static WorldEntity EntityFactory(uint id, uint guid) => new()
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{
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Id = id,
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ServerGuid = guid,
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SourceGfxObjOrSetupId = 0x02000001u,
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Position = Vector3.Zero,
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Rotation = Quaternion.Identity,
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MeshRefs = Array.Empty<MeshRef>(),
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ParentCellId = Cell,
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};
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private static WorldSession.EntitySpawn Spawn(
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uint? objectDescriptionFlags,
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ushort objDescSequence)
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{
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var position = new CreateObject.ServerPosition(Cell, 10f, 10f, 5f, 1f, 0f, 0f, 0f);
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var timestamps = new PhysicsTimestamps(1, 1, 1, 1, 0, 1, 0, objDescSequence, 1);
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var physics = new PhysicsSpawnData(
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RawState: (uint)PhysicsStateFlags.ReportCollisions,
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Position: position,
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Movement: null,
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AnimationFrame: null,
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SetupTableId: 0x02000001u,
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MotionTableId: 0x09000001u,
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SoundTableId: null,
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PhysicsScriptTableId: null,
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Parent: null,
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Children: null,
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Scale: null,
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Friction: null,
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Elasticity: null,
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Translucency: null,
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Velocity: null,
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Acceleration: null,
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AngularVelocity: null,
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DefaultScriptType: null,
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DefaultScriptIntensity: null,
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Timestamps: timestamps);
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return new WorldSession.EntitySpawn(
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Guid,
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position,
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0x02000001u,
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Array.Empty<CreateObject.AnimPartChange>(),
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Array.Empty<CreateObject.TextureChange>(),
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Array.Empty<CreateObject.SubPaletteSwap>(),
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null,
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null,
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"fixture",
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(uint)ItemType.Creature,
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null,
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0x09000001u,
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PhysicsState: (uint)PhysicsStateFlags.ReportCollisions,
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InstanceSequence: 1,
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MovementSequence: 1,
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ServerControlSequence: 1,
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PositionSequence: 1,
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ObjectDescriptionFlags: objectDescriptionFlags,
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Physics: physics);
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}
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[Fact]
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public void ObjDescAfterPkUpdate_RebuildKeepsLivePkLiteFlag()
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{
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var spatial = new GpuWorldState();
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spatial.AddLandblock(new LoadedLandblock(
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0x0101FFFFu, new LandBlock(), Array.Empty<WorldEntity>()));
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var lifetime = new RuntimeEntityObjectLifetime();
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lifetime.BindEventContext(
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static () => new RuntimeGenerationToken(1UL),
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static () => 1UL);
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var runtime = new LiveEntityRuntime(spatial, new RecordingResources(), lifetime);
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WorldSession.EntitySpawn spawn = Spawn(objectDescriptionFlags: 0x8u, objDescSequence: 1);
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runtime.RegisterLiveEntity(spawn);
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WorldEntity entity = runtime.MaterializeLiveEntity(
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spawn.Guid, Cell, id => EntityFactory(id, spawn.Guid))!;
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Assert.True(runtime.TryGetRecord(Guid, out LiveEntityRecord record));
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// Seed the object table exactly like CreateObject would.
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lifetime.Objects.AddOrUpdate(new ClientObject
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{
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ObjectId = Guid,
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PublicWeenieBitfield = 0x8u, // BF_PLAYER only
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});
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// Live PropertyInt(PlayerKillerStatus) = PKLite arrives.
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lifetime.Objects.UpdateIntProperty(
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Guid,
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ClientObjectTable.PlayerKillerStatusPropertyId,
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value: PlayerKillerStatusBitfield.PkLite);
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// Sanity: RuntimeEntityPvpBitfieldSnapshotSync already keeps the
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// canonical snapshot live — this is the source-of-truth fix.
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Assert.Equal(0x2000008u, record.Snapshot.ObjectDescriptionFlags);
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var setup = new Setup();
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setup.Parts.Add(0x0100AB01u);
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var builder = new LiveEntityCollisionBuilder(
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id => id == 0x0100AB01u
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? ShadowPartGeometry.Create(
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new FlatCollisionSphere(new Vector3(0f, 0f, 0.5f), 1f),
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null)
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: (ShadowPartGeometry?)null,
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new LiveEntityDefaultPoseResolver(
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_ => null,
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new NullAnimationLoader(),
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dumpMotion: false));
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var registry = new ShadowObjectRegistry();
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// Initial shadow registration, mirroring CreateObject-time behavior.
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LiveEntityCollisionRegistration initial = Assert.IsType<LiveEntityCollisionRegistration>(
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builder.Build(entity, setup, [], record.Snapshot, record, Vector3.Zero));
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LiveEntityCollisionBuilder.Register(registry, initial);
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ShadowEntry beforeObjDesc = Assert.Single(registry.GetObjectsInCell(Cell));
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Assert.True(beforeObjDesc.Flags.HasFlag(EntityCollisionFlags.IsPKLite));
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// F1 regression: an ObjDesc (equip/dequip) arrives AFTER the PK
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// update. InboundPhysicsStateController.ApplyAcceptedObjDesc merges
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// only ModelData/Physics-timestamp fields onto the OLD snapshot;
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// ObjectDescriptionFlags carries through from whatever `old` was —
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// which must already be live thanks to the snapshot-sync fix.
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var update = new ObjDescEvent.Parsed(
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Guid,
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new CreateObject.ModelData(
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0x04000001u,
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Array.Empty<CreateObject.SubPaletteSwap>(),
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Array.Empty<CreateObject.TextureChange>(),
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Array.Empty<CreateObject.AnimPartChange>()),
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InstanceSequence: 1,
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ObjDescSequence: 2);
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Assert.True(runtime.TryApplyObjDesc(update, out WorldSession.EntitySpawn accepted));
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Assert.Equal(0x2000008u, accepted.ObjectDescriptionFlags);
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Assert.Equal(0x2000008u, record.Snapshot.ObjectDescriptionFlags);
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// The appearance-rebuild path: LiveEntityCollisionBuilder.Build runs
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// again with the freshly-accepted spawn and the rebuilt collision
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// replaces the shadow registration (mirrors
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// LiveEntityAppearanceBinding.PrepareCollision/CommitCollision ->
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// LiveEntityCollisionBuilder.ReconcileAppearance).
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LiveEntityCollisionRegistration rebuilt = Assert.IsType<LiveEntityCollisionRegistration>(
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builder.Build(entity, setup, [], accepted, record, Vector3.Zero));
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LiveEntityCollisionBuilder.ReconcileAppearance(
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registry, entity.Id, rebuilt, suspendIfNew: false);
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ShadowEntry afterObjDesc = Assert.Single(registry.GetObjectsInCell(Cell));
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Assert.True(
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afterObjDesc.Flags.HasFlag(EntityCollisionFlags.IsPKLite),
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"the ObjDesc-triggered appearance rebuild must not revert a live PK-status change");
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}
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}
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