Triage step from the plan at C:\Users\erikn\.claude\plans\ i-did-some-work-sharded-acorn.md. Four sessions on issue #98 left the worktree dirty with ~1352 LOC of mixed work. This commit splits the work into "keep" (defensible + diagnostic) and "drop" (failed experiments), then commits the keep set with the drops removed. Plan asked for three commits (diag / fix / revert); consolidated to one because the diagnostic emits in TransitionTypes.cs are tightly interleaved with the multi-sphere CellTransit calls and the CellId switch. Hunk-level splitting in those files for marginal bisect granularity didn't justify the misclick risk. Reverted entirely (failed experiments per slice 7 handoff): - src/AcDream.Core/Physics/PhysicsDataCache.cs — neg-poly storage fields (Stippling, PosSurface, NegSurface, HasNegativeSide, IsNegativeSide, NegativeSide). - src/AcDream.Core/Physics/ShadowObjectRegistry.cs — isBuilding flag propagation through Register / ShadowEntry. - tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs — 165 lines of PolygonWithNegativeSide_* tests. - tests/AcDream.Core.Tests/Physics/ShadowObjectRegistryTests.cs — isBuilding propagation tests. - src/AcDream.Core/World/WorldEntity.cs — IsLandblockBuilding field (no consumer once ShadowObjectRegistry.isBuilding is gone). - src/AcDream.Core/World/LandblockLoader.cs — IsLandblockBuilding=true setter on building entities (kept BuildBuildingTerrainCells). - src/AcDream.App/Rendering/GameWindow.cs — isBuilding: arg passed to ShadowObjects.Register. - src/AcDream.Core/Physics/BSPQuery.cs — TryAdjustWalkableSide / IsWalkableAt helpers, their callers, the Path 5 / Path 6 neg-poly branch split, the BldgCheck-tied clearCell conditional, and the neg-poly ResolveCellPolygons writes. - src/AcDream.Core/Physics/PhysicsDiagnostics.cs — neg-poly fields in the poly-dump format. - src/AcDream.Core/Physics/TransitionTypes.cs — SpherePath.BldgCheck + SpherePath.HitsInteriorCell fields and every consumer, the savedBldgCheck try/finally around FindCollisions, and the neg-poly format additions to the dump-on-error helper. - src/AcDream.Core/Physics/CellTransit.cs — FindCellSet overloads with hitsInteriorCell out-param and the BuildCellSetAndPickContaining out-param threading. Kept (defensible correctness fixes + diagnostic infrastructure): - src/AcDream.App/Rendering/GameWindow.cs — render-vs-physics cell origin split: the 0.02m render lift no longer leaks into physics BSP caching. lb.BuildingTerrainCells threaded into LandblockMesh.Build. - src/AcDream.Core/World/LoadedLandblock.cs — BuildingTerrainCells record field. - src/AcDream.Core/World/LandblockLoader.cs — BuildBuildingTerrainCells (cy*8+cx from LandBlockInfo.Buildings). - src/AcDream.Core/Terrain/LandblockMesh.cs — hiddenTerrainCells param that collapses owned-cell triangles to a zero-area degenerate. - src/AcDream.App/Streaming/{GpuWorldState,LandblockStreamer}.cs — mechanical BuildingTerrainCells threading through LoadedLandblock reconstructions. - src/AcDream.Core/Physics/CellTransit.cs — multi-sphere FindTransitCellsSphere variant + multi-sphere AddAllOutsideCells + FindCellSet(IReadOnlyList<Sphere>, …) overload + the BSPQuery.SphereIntersectsCellBsp call for loaded neighbours. Matches retail CObjCell::find_cell_list / CEnvCell::find_transit_cells. - src/AcDream.Core/Physics/TransitionTypes.cs — multi-sphere FindCellSet call site, retail-faithful CellId switch after CheckOtherCells, the outdoor-landcell terrain-walkable fallback in CheckOtherCells, and the full diagnostic suite ([step-walk], [walkable-nearest], [issue98-walkable-detail], [cell-set-summary], LastBspHitPoly emits). - src/AcDream.Core/Physics/PhysicsDiagnostics.cs — ProbeStepWalkEnabled gate (ACDREAM_PROBE_STEP_WALK=1) + LogStepWalk helper + FormatVector / FormatPlane utilities. All emit-gated. - src/AcDream.Core/Physics/BSPQuery.cs — diagnostic emits to LastBspHitPoly at four sites in SphereIntersectsPolyInternal / the placement adjustment path. - Test files for the kept work: CellTransitFindCellSetTests, CellTransitFindTransitCellsSphereTests, PhysicsDiagnosticsTests, TransitionCheckOtherCellsTests, LandblockMeshTests, LandblockLoaderTests. Verification: - dotnet build: green, 0 errors, 3 pre-existing warnings. - dotnet test: 1156 passed + 8 failed (baseline was 1148 + 8 pre- existing; the +8 passing are the new tests for the kept defensible work). Same 8 pre-existing failures, no new regressions. Backup of pre-triage worktree state in stash@{0}. A6.P3 #98 is still open; this is the apparatus-prep step, not a fix. Next: cell-dump probe (Step 2 of the plan).
171 lines
6.5 KiB
C#
171 lines
6.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Numerics;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// Unit tests for the result-combine helper used by
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/// <see cref="Transition.CheckOtherCells"/>. The iteration / per-cell
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/// BSP-query parts are covered end-to-end by
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/// <see cref="FindEnvCollisionsMultiCellTests"/>; this file pins the
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/// retail-faithful halt semantics that
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/// <c>acclient_2013_pseudo_c.txt:272739-272752</c> spells out.
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/// </summary>
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public class TransitionCheckOtherCellsTests
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{
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private static Transition MakeTransition(bool contactFlag = false)
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{
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var t = new Transition();
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t.SpherePath.InitPath(Vector3.Zero, Vector3.Zero, cellId: 0xA9B40100u, sphereRadius: 0.48f);
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t.ObjectInfo.State = contactFlag ? ObjectInfoState.Contact : ObjectInfoState.None;
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// Pre-set CP fields to non-default so the Slid-clears-CP assertion
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// can detect the clear.
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t.CollisionInfo.ContactPlaneValid = true;
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t.CollisionInfo.ContactPlaneIsWater = true;
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return t;
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}
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[Fact]
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public void OK_ContinuesIteration_DoesNotMutate()
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{
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var t = MakeTransition();
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bool halt = t.ApplyOtherCellResult(TransitionState.OK, out var finalState);
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Assert.False(halt);
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Assert.Equal(TransitionState.OK, finalState);
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Assert.True(t.CollisionInfo.ContactPlaneValid);
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Assert.True(t.CollisionInfo.ContactPlaneIsWater);
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Assert.False(t.CollisionInfo.CollidedWithEnvironment);
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}
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[Fact]
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public void Collided_HaltsAndSetsCollidedWithEnvironment_WhenNotInContact()
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{
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var t = MakeTransition(contactFlag: false);
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bool halt = t.ApplyOtherCellResult(TransitionState.Collided, out var finalState);
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Assert.True(halt);
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Assert.Equal(TransitionState.Collided, finalState);
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Assert.True(t.CollisionInfo.CollidedWithEnvironment);
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}
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[Fact]
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public void Collided_DoesNotSetCollidedWithEnvironment_WhenInContact()
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{
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// Retail oracle gating: the CollidedWithEnvironment flip mirrors
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// the existing primary-cell behavior in FindEnvCollisions —
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// skipped when ObjectInfo.State has Contact bit set.
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var t = MakeTransition(contactFlag: true);
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bool halt = t.ApplyOtherCellResult(TransitionState.Collided, out var finalState);
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Assert.True(halt);
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Assert.Equal(TransitionState.Collided, finalState);
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Assert.False(t.CollisionInfo.CollidedWithEnvironment);
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}
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[Fact]
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public void Adjusted_HaltsAndSetsCollidedWithEnvironment_WhenNotInContact()
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{
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var t = MakeTransition(contactFlag: false);
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bool halt = t.ApplyOtherCellResult(TransitionState.Adjusted, out var finalState);
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Assert.True(halt);
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Assert.Equal(TransitionState.Adjusted, finalState);
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Assert.True(t.CollisionInfo.CollidedWithEnvironment);
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}
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[Fact]
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public void Slid_HaltsAndClearsContactPlaneFields()
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{
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// Retail oracle: acclient_2013_pseudo_c.txt:272746-272750
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// case 4:
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// this->collision_info.contact_plane_valid = 0;
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// this->collision_info.contact_plane_is_water = 0;
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// return result;
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var t = MakeTransition();
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Assert.True(t.CollisionInfo.ContactPlaneValid); // pre-condition
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Assert.True(t.CollisionInfo.ContactPlaneIsWater); // pre-condition
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bool halt = t.ApplyOtherCellResult(TransitionState.Slid, out var finalState);
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Assert.True(halt);
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Assert.Equal(TransitionState.Slid, finalState);
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Assert.False(t.CollisionInfo.ContactPlaneValid);
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Assert.False(t.CollisionInfo.ContactPlaneIsWater);
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}
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[Fact]
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public void CheckOtherCells_CellWithNullBspRoot_IsSkippedNoCrash()
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{
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// Iteration safety: a CellPhysics in the candidate set with
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// `BSP = null` (loaded for render but not physics) must be skipped,
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// not crash. Matches the spec's R2 guard at design §Edge cases E2.
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var cell = new CellPhysics
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{
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BSP = null, // <-- the guard target
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = Matrix4x4.Identity,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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};
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var engine = new PhysicsEngine();
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engine.DataCache = new PhysicsDataCache(); // PhysicsEngine has nullable DataCache
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// FindEnvCollisions has terrain probes downstream; populate a
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// minimal landblock so the cache + engine are coherent. The cell
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// we test against doesn't need a real landblock entry.
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var heights = new byte[81];
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Array.Fill(heights, (byte)0);
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var ht = new float[256];
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for (int i = 0; i < 256; i++) ht[i] = i * 1.0f;
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engine.AddLandblock(0xA9B4FFFFu, new TerrainSurface(heights, ht),
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Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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engine.DataCache.RegisterCellStructForTest(0xA9B40157u, cell);
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var t = MakeTransition();
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var cellSet = new HashSet<uint> { 0xA9B40157u };
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// Call CheckOtherCells directly via the internal seam.
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var result = t.CheckOtherCells(engine, Vector3.Zero, 0.48f, cellSet);
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Assert.Equal(TransitionState.OK, result);
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}
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[Fact]
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public void CheckOtherCells_OutdoorLandcellCandidate_UsesTerrainWalkable()
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{
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var engine = new PhysicsEngine();
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engine.DataCache = new PhysicsDataCache();
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var heights = new byte[81];
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Array.Fill(heights, (byte)0);
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var ht = new float[256];
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for (int i = 0; i < 256; i++) ht[i] = i * 1.0f;
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engine.AddLandblock(0xA9B4FFFFu, new TerrainSurface(heights, ht),
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Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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var t = MakeTransition(contactFlag: true);
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t.SpherePath.InitPath(new Vector3(10f, 10f, -0.28f), new Vector3(10f, 10f, -0.28f),
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cellId: 0xA9B40147u, sphereRadius: 0.48f);
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var footCenter = new Vector3(10f, 10f, 0.20f);
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var cellSet = new HashSet<uint> { 0xA9B40001u };
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var result = t.CheckOtherCells(engine, footCenter, 0.48f, cellSet);
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Assert.Equal(TransitionState.Adjusted, result);
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Assert.True(t.CollisionInfo.ContactPlaneValid);
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Assert.Equal(0xA9B40001u, t.CollisionInfo.ContactPlaneCellId);
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Assert.True(t.SpherePath.CheckPos.Z > -0.28f);
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}
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}
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