acdream/tests/AcDream.App.Tests/Net/LiveMovementStatsApplierTests.cs
Erik 529e0e9d88 feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8)
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>
2026-08-02 18:10:33 +02:00

204 lines
8.4 KiB
C#

using System.Net;
using AcDream.App.Net;
using AcDream.Core.Chat;
using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Core.Net;
using AcDream.Core.Physics;
using AcDream.Core.Social;
using AcDream.Runtime.Gameplay;
using AcDream.Runtime.Session;
namespace AcDream.App.Tests.Net;
/// <summary>
/// C3c-F1 (2026-08-02): the movement-stats application seam driven through
/// the REAL inbound chain that crashed the connected lifecycle gate —
/// <c>ClientObjectTable.Ingest</c> → <c>ObjectAdded/ObjectUpdated</c> →
/// <c>LiveSessionEventRouter.RecomputePlayerQualities</c> →
/// <c>OnMovementStatsUpdated</c> → <see cref="LiveMovementStatsApplier"/> →
/// <see cref="RuntimeLocalPlayerMovementState.ApplyCharacterMovementStats"/>.
/// </summary>
public sealed class LiveMovementStatsApplierTests
{
private const uint PlayerGuid = 0x5000000Au;
private sealed class Harness : IDisposable
{
public WorldSession Session { get; }
public LiveSessionEventRouter Router { get; }
public ClientObjectTable Objects { get; } = new();
public RuntimeCharacterState Character { get; } = new();
public RuntimeLocalPlayerMovementState Movement { get; } = new();
public LiveMovementStatsApplier Applier { get; }
public List<string> Log { get; } = [];
public Harness()
{
Session = new WorldSession(new IPEndPoint(IPAddress.Loopback, 9));
// The REAL applier the factory binds (LiveSessionRuntimeFactory
// constructs the same class over the same owner pair) with the
// REAL character-bindings recompute callback shape.
Applier = new LiveMovementStatsApplier(
Movement,
Character.MovementSkills,
Log.Add);
Router = new LiveSessionEventRouter(
Session,
new LiveEntitySessionSink(
_ => { }, _ => { }, _ => { }, _ => { }, _ => { }, _ => { },
_ => { }, _ => { }, _ => { }, _ => { }, _ => { }, _ => { }),
new LiveEnvironmentSessionSink(_ => { }, _ => { }),
new LiveInventorySessionBindings(
Objects,
PlayerGuid: () => PlayerGuid,
OnShortcuts: null,
OnUseDone: null,
ItemMana: new ItemManaState(),
ExternalContainers: new ExternalContainerState()),
new LiveCharacterSessionBindings(
new CombatState(),
Character,
ResolveSkillFormulaBonus: null,
OnSkillsUpdated: (_, _) => Applier.Apply("skills"),
OnConfirmationRequest: null,
OnConfirmationDone: null,
ClientTime: () => 0d,
OnMovementStatsUpdated: () => Applier.Apply("stats")),
new LiveSocialSessionBindings(
new ChatLog(),
new TurbineChatState(),
new FriendsState(),
new SquelchState()));
Router.Attach();
}
/// <summary>
/// Ingests the player's own object row — the exact post-logout
/// inbound-Create edge (<c>ApplyAcceptedSpawn</c> →
/// <c>ClientObjectTable.Ingest</c>) that fired the crashing
/// recompute in logs/connected-world-gate-20260802-122749.
/// </summary>
public void IngestPlayerRow(uint? pwdBitfield = null) =>
Objects.Ingest(new WeenieData(
Guid: PlayerGuid, Name: "+Acdream", Type: ItemType.Creature,
WeenieClassId: 1u, IconId: 0, IconOverlayId: 0,
IconUnderlayId: 0, Effects: 0,
Value: null, StackSize: null, StackSizeMax: null, Burden: null,
ContainerId: null, WielderId: null, ValidLocations: null,
CurrentWieldedLocation: null, Priority: null,
ItemsCapacity: null, ContainersCapacity: null,
Structure: null, MaxStructure: null, Workmanship: null,
PublicWeenieBitfield: pwdBitfield));
public void Dispose()
{
Router.Dispose();
Session.Dispose();
Movement.Dispose();
Character.Dispose();
}
}
private static PlayerMovementController NewDormantRuntimeController()
{
PlayerMovementController controller =
PlayerMovementController.CreatePublicationCandidate(
new PhysicsEngine(),
PlayerMovementConstructionOptions.Fallback);
controller.SealPublicationCandidate();
controller.CommitRuntimeOwnership(new RetailObjectQuantumClock());
return controller;
}
[Fact]
public void PostTeardownIngestRecomputeReportsTypedDropInsteadOfCrashing()
{
using var harness = new Harness();
// The session's authoritative skills were complete before teardown.
harness.Character.MovementSkills.Update(runSkill: 240, jumpSkill: 180);
// Post-teardown transient truth: a retired controller still
// reachable through the displaced recompute callback — the state the
// old direct path crashed on ("A sealed, retired, or discarded
// Runtime movement controller cannot be mutated").
PlayerMovementController controller = NewDormantRuntimeController();
harness.Movement.Controller = controller;
controller.ActivateRuntimePublication();
controller.RetireRuntimePublication();
Assert.Throws<InvalidOperationException>(
() => controller.SetCharacterSkills(1, 1));
// The exact crash edge: a post-logout inbound Create's object-table
// ingest fires the quality recompute through the real router.
harness.IngestPlayerRow();
Assert.Contains(
harness.Log,
line => line.StartsWith(
"player: dropped displaced movement stats",
StringComparison.Ordinal));
Assert.DoesNotContain(
harness.Log,
line => line.StartsWith(
"player: applied server movement",
StringComparison.Ordinal));
}
[Fact]
public void DormantWindowIngestRecomputeAppliesToTheControllerThatGoesLive()
{
using var harness = new Harness();
harness.Character.MovementSkills.Update(runSkill: 240, jumpSkill: 180);
harness.Character.MovementSkills.UpdateStamina(37);
// The committed-but-unactivated first-entry window (activation
// deferred on cell streaming) with inbound ingests still pumping.
PlayerMovementController controller = NewDormantRuntimeController();
harness.Movement.Controller = controller;
Assert.True(controller.IsRuntimeOwnedDormant);
// BF_PLAYER (0x8) + BF_PLAYER_KILLER (0x20) on the player's own row
// exercises the full stat set through the recompute.
harness.IngestPlayerRow(pwdBitfield: 0x28u);
Assert.Contains(
harness.Log,
line => line.StartsWith(
"player: applied server movement stats",
StringComparison.Ordinal));
// The same instance goes live at activation with the values already
// current.
controller.ActivateRuntimePublication();
IWeenieObject weenie = controller.Motion.WeenieObj!;
Assert.True(weenie.InqRunRate(out float runRate));
Assert.True(runRate > 0f);
Assert.Equal(
ObjectInfoState.IsPK,
controller.OwnPvpFlags & ObjectInfoState.IsPK);
}
[Fact]
public void AbsentControllerAndIncompleteSnapshotStaySilent()
{
using var harness = new Harness();
// Incomplete snapshot (no PlayerDescription yet) with no controller:
// byte-identical to the pre-F1 silent skip — no log line at all.
harness.IngestPlayerRow();
Assert.DoesNotContain(
harness.Log,
line => line.StartsWith("player:", StringComparison.Ordinal));
// Complete snapshot but still no controller (pre-first-entry):
// still the silent skip.
harness.Character.MovementSkills.Update(runSkill: 240, jumpSkill: 180);
Assert.Equal(
RuntimeMovementStatsApplication.DroppedNoController,
harness.Applier.Apply("stats"));
Assert.DoesNotContain(
harness.Log,
line => line.StartsWith("player:", StringComparison.Ordinal));
}
}