acdream/tests/AcDream.Core.Tests/Physics/Issue137CorridorSeamReplayTests.cs
Erik dbddad7a5e test #137: the seam shake reproduced offline — third mechanism characterized
The corridor gate FAILED with a changed symptom: shaking at cell seams
(+ purple floor flashing there) instead of the dead stop. Deep-probe
session (step-walk/push-back/indoor-bsp + full resolve capture) traced
the complete chain; docs/ISSUES.md #137 carries it. Short form:

- Corridor floors are double-faced portal slabs over under-rooms; the
  resting foot sphere lives within half a millimeter of three hit/straddle
  thresholds there.
- Crossing a boundary, the foot penetrates the neighbor ramp slab by
  ~0.4mm, steps up onto it successfully (+0.6mm lift, stepped=True) —
  and the lifted check position is then LOST: the following pass runs at
  the unlifted height (the P2 stale-snapshot class; retail step_up
  0x0050b6cc restores only on FAILURE).
- The unlifted re-test grazes the under-room's ceiling (the slab
  underside) within the near-miss window, dispatches a neg-poly step-up
  with a DOWNWARD normal, whose nested step-down finds no walkable at
  exact tangency -> StepUpSlide -> slide_sphere opposing branch ->
  reversed-movement collision -> Collided -> revert. Every frame = shake.

Apparatus committed:
- Issue137CorridorSeamReplayTests: 3 deterministic offline repros
  (snapshot-exact west-boundary from the capture, east deep-straddle,
  the clean-run pin), currently Skip='#137 seam shake' pending the fix.
  Key: THREE portal-ring hydration (the under-room 0x8A020166 is ring-3;
  with fewer rings the flood can't add it and the bug vanishes) + live
  Setup step heights (0.6/1.5) + probe-buffer capture for line-diffing
  offline vs live traces.
- Issue137CorridorSeamInspectionTests: portal-poly world spans (exposed
  the visual-vs-physics polygon-id conflation and the floor-portal
  topology), physics-BSP leaf membership walk, hit-normal candidate
  sweep (|align| both windings), downward-poly sweep.

NEXT: read TransitionalInsert's attempt loop against retail 0x0050b6f0,
find the restore that clobbers the successful step-up position, fix,
un-skip. The purple seam flashing is expected to be the render exposing
the same per-frame oscillation - re-check after the physics fix.

Suites: Core 2553 / App 713 / UI 425 / Net 385, 0 failures (5 skips =
2 pre-existing + the 3 parked repros).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 19:05:19 +02:00

341 lines
16 KiB
C#
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using System;
using System.IO;
using System.Numerics;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
using AcDream.Core.Physics;
using Xunit;
using Xunit.Abstractions;
using Env = System.Environment;
using Plane = System.Numerics.Plane;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// #137 corridor-seam replay (2026-07-06) — dat-backed reproduction of the
/// Facility Hub phantom hit (launch-175-verify2.log:42858): running +X down
/// the corridor, crossing 0x8A02016E → 0x8A02017A at x≈85.25, the live
/// client recorded `ok=True hit=yes n=(1.00,0.03,0.03)` with full advance,
/// persisted the sliding normal, and every later forward resolve absorbed to
/// zero (`ok=False hit=no`).
///
/// <para>
/// Dat facts pinned by <see cref="Issue137CorridorSeamInspectionTests"/>:
/// neither corridor cell (nor any portal-adjacent neighbor) has a physics
/// polygon whose plane matches that normal near the hit point — the recorded
/// normal is SYNTHETIC (the negated movement direction), which is exactly
/// what slide_sphere's opposing-normals branch records. Retail
/// (<c>CSphere::slide_sphere</c> 0x00537440 @0x0053762c) returns
/// COLLIDED_TS from that branch; our port returned OK — letting the step
/// complete with full advance and the synthetic normal persisted.
/// </para>
///
/// <para>
/// This replay drives the real engine over the real dat cells with the
/// live-log positions and player dimensions, and pins: the seam crossing
/// must complete WITHOUT persisting a sliding normal, and continued forward
/// running must keep advancing (no absorbing wedge).
/// </para>
/// </summary>
public class Issue137CorridorSeamReplayTests
{
private readonly ITestOutputHelper _out;
public Issue137CorridorSeamReplayTests(ITestOutputHelper output) => _out = output;
private const uint SeamCellWest = 0x8A02016Eu;
private const uint SeamCellEast = 0x8A02017Au;
private static string? FindDatDir()
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
return Directory.Exists(datDir) ? datDir : null;
}
/// <summary>
/// Hydrate the two seam cells + every portal-adjacent neighbor into a
/// PhysicsEngine, exactly as the streaming path does (CacheCellStruct
/// with the dat world transform).
/// </summary>
private static PhysicsEngine BuildCorridorEngine(DatCollection dats)
{
var engine = new PhysicsEngine();
engine.DataCache = new PhysicsDataCache();
var toLoad = new System.Collections.Generic.HashSet<uint> { SeamCellWest, SeamCellEast };
foreach (var seed in new[] { SeamCellWest, SeamCellEast })
{
var seedCell = dats.Get<EnvCell>(seed);
Assert.NotNull(seedCell);
foreach (var p in seedCell!.CellPortals)
toLoad.Add(0x8A020000u | p.OtherCellId);
}
// Expand three portal rings — the live collision cell array reaches
// cells three hops out (0x8A020166, the under-ramp room whose ceiling
// is the ramp slab's underside, is ring-3 in the 2026-07-06
// seam-shake trace; with only two rings the offline flood can never
// add it and the shake does not reproduce).
for (int ring = 0; ring < 3; ring++)
{
foreach (var known in new System.Collections.Generic.List<uint>(toLoad))
{
var cell = dats.Get<EnvCell>(known);
if (cell is null) continue;
foreach (var p in cell.CellPortals)
toLoad.Add(0x8A020000u | p.OtherCellId);
}
}
foreach (var cellId in toLoad)
{
var envCell = dats.Get<EnvCell>(cellId);
if (envCell is null) continue;
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell.EnvironmentId);
if (environment is null) continue;
if (!environment.Cells.TryGetValue(envCell.CellStructure, out var cs)) continue;
var rot = new Quaternion(
envCell.Position.Orientation.X, envCell.Position.Orientation.Y,
envCell.Position.Orientation.Z, envCell.Position.Orientation.W);
var world = Matrix4x4.CreateFromQuaternion(rot)
* Matrix4x4.CreateTranslation(
envCell.Position.Origin.X, envCell.Position.Origin.Y, envCell.Position.Origin.Z);
engine.DataCache.CacheCellStruct(cellId, envCell, cs!, world);
}
return engine;
}
private static PhysicsBody GroundedBody()
{
var body = new PhysicsBody();
body.ContactPlaneValid = true;
// Corridor floor at world z = 6 → n·p + d = 0 with n = +Z, d = 6.
body.ContactPlane = new Plane(Vector3.UnitZ, 6f);
body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
// The live session carried a walkable polygon (walkable=True on every
// [resolve] line) — seed the corridor floor slab so the transition's
// SetWalkable path runs like live.
body.WalkablePolygonValid = true;
body.WalkablePlane = new Plane(Vector3.UnitZ, 6f);
body.WalkableUp = Vector3.UnitZ;
body.WalkableVertices = new[]
{
new Vector3(75f, -41.67f, -6f),
new Vector3(85f, -41.67f, -6f),
new Vector3(85f, -38.33f, -6f),
new Vector3(75f, -38.33f, -6f),
};
return body;
}
private ResolveResult Resolve(PhysicsEngine engine, PhysicsBody body,
Vector3 from, Vector3 to, uint cellId)
=> engine.ResolveWithTransition(
currentPos: from,
targetPos: to,
cellId: cellId,
sphereRadius: 0.48f, // human player, PlayerMovementController:885
sphereHeight: 1.2f, // human player, PlayerMovementController:886
stepUpHeight: 0.4f, // PlayerMovementController defaults
stepDownHeight: 0.4f,
isOnGround: true,
body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
/// <summary>
/// 2026-07-06 seam-shake repro, snapshot-exact (probe session
/// launch-137-seam-probes.log + resolve-137-seam-capture.jsonl tick 4101,
/// repeated ×46): running WEST across the x=75 boundary
/// (0x8A02016E → 0x8A020165, the ramp cell) from (75.287, 40.035, 6)
/// toward (74.685, 39.988, 6), the resolve blocks with the SYNTHETIC
/// reversed-movement normal (0.997, 0.078, 0.002) and out==in — every
/// frame — the "shaking at the seam" report.
///
/// <para>
/// Probe-traced chain: the foot sphere (tangent to the floor) crosses
/// onto 0165's ramp floor; the ramp slab is double-faced and the
/// UNDERSIDE face (poly 0, n=(0.03,0,1)) grazes the sphere within the
/// hit threshold → recorded as a foot near-miss → neg-poly step-up
/// dispatch with a downward normal → the nested step-up's walkable probe
/// rejects the exactly-tangent ramp floor ([walkable-nearest]
/// gap=0.0000 overlapsSphere=False) → StepUpSlide →
/// slide_sphere(downward normal vs up-facing contact plane) → the
/// opposing-normals branch → Collided → revert. Repeat.
/// </para>
/// </summary>
[Fact(Skip = "#137 seam shake — deterministic RED repro; the post-step-up check-pos restore clobbers the lifted position (P2 stale-snapshot class). Un-skip with the fix.")]
public void SeamShake_WestBoundary_SnapshotExact_Advances()
{
var datDir = FindDatDir();
if (datDir is null)
{
_out.WriteLine("SKIP: dat directory not found");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var engine = BuildCorridorEngine(dats);
// Body seeded EXACTLY from the capture's bodyBefore (tick 4101).
var body = new PhysicsBody();
body.ContactPlaneValid = true;
body.ContactPlane = new Plane(Vector3.UnitZ, 6f);
body.ContactPlaneCellId = SeamCellWest;
body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
body.WalkablePolygonValid = true;
body.WalkablePlane = new Plane(Vector3.UnitZ, 6f);
body.WalkableUp = Vector3.UnitZ;
body.WalkableVertices = new[]
{
new Vector3(75f, -38.33333f, -6f),
new Vector3(75f, -41.66667f, -6f),
new Vector3(78.33333f, -41.66667f, -6f),
new Vector3(78.33333f, -38.33333f, -6f),
};
var from = new Vector3(75.28674f, -40.03537f, -6f);
var to = new Vector3(74.6854f, -39.988018f, -6f);
// Emit the same step-level probes the live session logged so the
// offline trace can be line-diffed against launch-137-seam-probes.log
// — the first divergent line names the state the replay is missing.
var probeBuffer = new System.IO.StringWriter();
var prevOut = Console.Out;
ResolveResult r1;
try
{
Console.SetOut(probeBuffer);
PhysicsDiagnostics.ProbeStepWalkEnabled = true;
PhysicsDiagnostics.ProbePushBackEnabled = true;
PhysicsDiagnostics.ProbeIndoorBspEnabled = true;
r1 = engine.ResolveWithTransition(
currentPos: from,
targetPos: to,
cellId: SeamCellWest,
sphereRadius: 0.48f,
sphereHeight: 1.2f,
stepUpHeight: 0.6f, // live Setup values from the capture
stepDownHeight: 1.5f,
isOnGround: true,
body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
}
finally
{
PhysicsDiagnostics.ProbeStepWalkEnabled = false;
PhysicsDiagnostics.ProbePushBackEnabled = false;
PhysicsDiagnostics.ProbeIndoorBspEnabled = false;
Console.SetOut(prevOut);
}
_out.WriteLine(probeBuffer.ToString());
_out.WriteLine($"r1: ok={r1.Ok} out=({r1.Position.X:F3},{r1.Position.Y:F3},{r1.Position.Z:F3}) " +
$"cell=0x{r1.CellId:X8} hit={r1.CollisionNormalValid} " +
$"n=({r1.CollisionNormal.X:F2},{r1.CollisionNormal.Y:F2},{r1.CollisionNormal.Z:F2}) " +
$"bodySliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)}");
Assert.True(r1.Position.X < from.X - 0.3f,
$"The westward boundary crossing onto the ramp must advance " +
$"({from.X:F3} → {r1.Position.X:F3}, target {to.X:F3}); zero " +
$"advance with the reversed-movement normal = the seam shake.");
}
/// <summary>
/// 2026-07-06 gate session repro (launch-137-corridor-gate.log): standing
/// at (84.851, 39.764, 6.000) — the foot sphere already straddling the
/// x=85 cell boundary by 0.33 m — the first move attempt toward
/// (85.453, 39.782) blocked with the synthetic reversed-movement normal
/// (1.00, 0.03, 0.02), out==in, cp lost (cp=none), and repeated every
/// frame (the "shaking at the seam" report). The deeper straddle start is
/// what the original replay frame (84.638 → 85.253) didn't cover.
/// </summary>
[Fact(Skip = "#137 seam shake — deterministic RED repro; the post-step-up check-pos restore clobbers the lifted position (P2 stale-snapshot class). Un-skip with the fix.")]
public void SeamCrossing_FromDeepStraddleStart_Advances()
{
var datDir = FindDatDir();
if (datDir is null)
{
_out.WriteLine("SKIP: dat directory not found");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var engine = BuildCorridorEngine(dats);
var body = GroundedBody();
var from = new Vector3(84.851f, -39.764f, -6.000f);
var to = new Vector3(85.453f, -39.782f, -6.000f);
var r1 = Resolve(engine, body, from, to, SeamCellWest);
_out.WriteLine($"r1: ok={r1.Ok} out=({r1.Position.X:F3},{r1.Position.Y:F3},{r1.Position.Z:F3}) " +
$"cell=0x{r1.CellId:X8} hit={r1.CollisionNormalValid} " +
$"n=({r1.CollisionNormal.X:F2},{r1.CollisionNormal.Y:F2},{r1.CollisionNormal.Z:F2}) " +
$"bodySliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)} " +
$"bodyCpValid={body.ContactPlaneValid}");
Assert.True(r1.Position.X > from.X + 0.2f,
$"The straddling-start seam crossing must advance " +
$"({from.X:F3} → {r1.Position.X:F3}); zero advance with a " +
$"reversed-movement normal = the 2026-07-06 seam shake.");
}
[Fact(Skip = "#137 seam shake — deterministic RED repro; the post-step-up check-pos restore clobbers the lifted position (P2 stale-snapshot class). Un-skip with the fix.")]
public void SeamCrossing_DoesNotPersistSyntheticSlidingNormal_AndRunContinues()
{
var datDir = FindDatDir();
if (datDir is null)
{
_out.WriteLine("SKIP: dat directory not found");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var engine = BuildCorridorEngine(dats);
var body = GroundedBody();
// ── The live hit frame verbatim (launch-175-verify2.log:42858) ──
var from = new Vector3(84.638f, -39.758f, -6.000f);
var to = new Vector3(85.253f, -39.776f, -6.000f);
var r1 = Resolve(engine, body, from, to, SeamCellWest);
_out.WriteLine($"r1: ok={r1.Ok} out=({r1.Position.X:F3},{r1.Position.Y:F3},{r1.Position.Z:F3}) " +
$"cell=0x{r1.CellId:X8} hit={r1.CollisionNormalValid} " +
$"n=({r1.CollisionNormal.X:F2},{r1.CollisionNormal.Y:F2},{r1.CollisionNormal.Z:F2}) " +
$"bodySliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)} " +
$"slidingN=({body.SlidingNormal.X:F2},{body.SlidingNormal.Y:F2},{body.SlidingNormal.Z:F2})");
// The corridor is straight and open: the crossing must not leave the
// body carrying a sliding normal (there is no wall to slide on —
// Issue137CorridorSeamInspectionTests proved no polygon matches the
// live-recorded normal; retail's slide_sphere opposing branch returns
// COLLIDED and its validate handling never lets a synthetic
// reversed-movement normal survive a clean corridor run).
Assert.False(body.TransientState.HasFlag(TransientStateFlags.Sliding),
"Crossing the open corridor seam must not persist a sliding " +
"normal — the live wedge's entry state (#137 mechanism 2).");
// ── Keep running +X (the live session's held-W frames) ──────────
var pos = r1.Position;
var cell = r1.CellId;
for (int i = 0; i < 6; i++)
{
var step = new Vector3(0.13f, -0.004f, 0f); // ~run speed per tick, same heading
var r = Resolve(engine, body, pos, pos + step, cell);
_out.WriteLine($"r{i + 2}: ok={r.Ok} out=({r.Position.X:F3},{r.Position.Y:F3},{r.Position.Z:F3}) " +
$"cell=0x{r.CellId:X8} hit={r.CollisionNormalValid} " +
$"bodySliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)}");
Assert.True(r.Position.X > pos.X + 0.05f,
$"Forward run must keep advancing through the open corridor " +
$"(frame {i + 2}: {pos.X:F3} → {r.Position.X:F3}) — zero advance " +
$"= the #137 absorbing wedge.");
pos = r.Position;
cell = r.CellId;
}
}
}