acdream/tests/AcDream.Runtime.Tests/Physics/RuntimeRemoteSteadyStatePositionTests.cs
Erik 6dc7ba51ee feat(physics): C4 route 4b-3 — remote teleport + cell-less through the canonical placement
Flips the last remote classification (SetPosition: teleport-advanced and
cell-less) onto 4b-1's RuntimeRemotePlacementDriveController, runs retail's
teleport_hook before the placement, and deletes the legacy remote-teleport
machinery. Contract: docs/research/2026-08-04-c4-route-4b-3-contract.md.

Retail: MoveOrTeleport @0x00516330's branch @0x00516386 -> teleport_hook
@0x005163EF -> SetFlags(0x1012) @0x00516414 -> SetPosition @0x00516420 ->
return 1 @0x00516438. The hook @0x00514ED0 runs BEFORE the placement and
regardless of its outcome. Retail places this branch unconditionally, at any
distance and any contact state (arg4 is read only @0x0051638E, after the
branch) — which is what retires AP-137's cell-less enqueue-vs-place delta.

D1 — the classifier's cell-less input is now the PRE-merge committed cell.
Retail's predicate is `this_1->cell == 0`, the BODY's own cell at
MoveOrTeleport entry (this_1 is assigned from this @0x00516334). acdream fed
the POST-merge canonical.FullCellId, which RefreshSnapshot ->
RefreshDerivedState -> SetFullCell has already stamped with the accepted wire
cell; a zero wire cell fails validation into RejectedData first. The shipped
remote cell-less predicate was therefore dead code, not merely different from
remotePlacementRequired. Threaded via a builder overload; route 1's overload
is untouched. The graphical !IsSpatiallyVisible arm of
projectionRequiresTeleportHook is deleted — a presentation predicate with no
retail analogue that fired the teleport machinery on a routine hot path.

Deleted: RemoteTeleportController (605), RemoteTeleportPlacement (85),
RemoteShadowPlacementSynchronizer (49), their 1,709 lines of tests, the
remotePlacementRequired predicate, the TeleportHookRequired plumbing, the
legacy pre-operation ConstrainTo fallback, and the player arm's legacy
!IsGrounded fallback. Net -2,030 lines.

Structural fix (two independent Opus reviews, round 1 FAIL/FAIL): three of the
four MAJORs were one defect — OnPosition carried two parallel inline copies of
the routing tail (player-guid, NPC-guid) that had drifted. Extracted
RunRemoteArmTail (3 call sites) and ApplyWireAirborneLeftoverBookkeeping (2),
both branches now share one implementation.

  A1  ToConstraintArm mapped AirborneSnap -> AirborneNoOperation, so the NPC
      arm armed ConstrainTo ZERO times for an out-of-contact wire-grounded
      creature — a regression this slice introduced while closing a
      structurally identical hole. Now maps to NearInterpolate; switch made
      total with a throwing default proven unreachable.
  R1  D2's write-nothing shape existed on the player arm only; NPC packets
      fell through and wrote the body. Retail makes no player/NPC distinction.
  R2  report_collision_end(this,1) @0x00514F31 was bound to
      ShadowObjects.Suspend, a port of a DIFFERENT retail function
      (remove_shadows_from_cells) that teleport_hook never calls. Now routes
      to RuntimeCollisionReportingState.LeaveWorld, which wraps the private
      ForceEnd in an admission-blocking transaction so a DoCollisionEnd
      callback cannot recreate the contact table.
  R3/A2 A teleported NPC synthesized ServerVelocity from the teleport distance
      (~1,000+ m/s) and planned a run cycle from it. Both the install and
      RemoteServerControlledVelocityCycle.Apply now gate on !isTeleportRoute.

BISECT HAZARD — A1's fix is correct only BECAUSE R1 landed. AirborneSnap is
reachable wire-airborne on the NPC arm only while D2's shape is missing there.
Reverting R1 alone silently inverts A1 into the opposite divergence: arming
where retail returns 0. Revert both or neither.

Also in the velocity hunk: the NPC block's two !IsPlayerGuid(update.Guid)
guards were dropped when it was wrapped in `if (!isTeleportRoute)`. Safe — all
five exit paths of the enclosing IsPlayerGuid block return, so the predicate is
unconditionally false below it — but it was unremarked by both reviews.

Register: AP-137 REWRITTEN (not deleted) to the surviving acdream-only
divergences — null classification during the login window and Rejected*
through UnroutedCatchUp keep a row. AD-42's RemoteTeleportController citation
retired; AP-136/AP-138 writer lists corrected to the two surviving non-Position
rebucket writers; AP-138 gains the teleport arm as a second producer of the
visible-without-collision residual (retirement path remains #309). AP-135 is
untouched and its two airborne bookkeeping writes are preserved on both arms.
AP-131 does not retire; #276 does not close.

Proof obligation 1: ParkCollisionResidents' overlap throw stays unreachable —
the teleport arm adds packets to the same TryBeginExclusiveAuthoredPlacement
one-operation-per-key machinery the far arm uses, opens no new operation shape,
and every DeferredCell outcome cancels synchronously with
restoreCancelledPark: true. The guarded property remains
HasOldPrefixPlacementDebt's stall, not a throw (4b-1's B2 caveat stands).

Correction to an earlier claim: LiveEntityPresentationController's
_activePlacementOwners was NOT write-never at HEAD —
remotePlacementRequired -> BeginPlacement -> Begin -> BeginAuthoritativePlacement
was a live writer chain. It becomes write-never BECAUSE this slice deletes that
chain, which is why deleting the dead half is behaviour-preserving.

Probe: ACDREAM_PROBE_REMOTE_TELEPORT=1 emits one [remote-teleport] line per
routed arm (guid, cause, hook-ran, placement status). TEMPORARY, strip with the
probe family.

Carried, disclosed not fixed: no dedicated bidirectional collision-partner test
for R2 (the wiring, not LeaveWorld itself, is what lacks coverage); the
stress test's teleport step drives hand-written field assignments rather than
the canonical arm; the per-packet runTeleportHook closure allocation (network
path, not the resolve path Slice I's 0 B discipline governs — file before
route 5 adds a fourth call site). B2: IRuntimeCollisionReportObserver has zero
production implementations, so retail's bidirectional DoCollisionEnd half still
reaches no gameplay consumer — this fix closes the wrong-function binding, not
that nobody listens.

Complete Release suite MEASURED at 11,013 passed / 4 skipped / 0 failed
(baseline 11,027/4/0; net -14 = ~33 deleted test cases against ~19 added).
Neither known flake fired (#302 PortalProjectionTests GC-allocation, #308
NakEmissionTests wall-clock).

STILL OWED: the two-client connected gate, which MUST use an NPC/creature
teleport target. Both round-1 MAJORs lived on the NPC arm and the velocity
cycle early-returns for 0x50xxxxxx guids, so a player target structurally
cannot observe A1, A2, or R3.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 16:00:10 +02:00

365 lines
16 KiB
C#

using System.Numerics;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using AcDream.Runtime.Entities;
using AcDream.Runtime.Physics;
namespace AcDream.Runtime.Tests.Physics;
/// <summary>
/// C4 route 4a: focused tests for the Runtime-owned decision that replaces
/// the two independent per-kind (player-remote / NPC-remote) copies that
/// used to live in <c>LiveEntityNetworkUpdateController</c>. Each test below
/// was verified to actually discriminate its own fix by temporarily
/// reverting the corresponding condition in
/// <see cref="RuntimeRemoteSteadyStatePosition"/> and confirming the
/// matching test failed, then restoring it — see the route 4a implementation
/// report for the revert/restore log.
/// </summary>
public sealed class RuntimeRemoteSteadyStatePositionTests
{
private const uint Cell = 0x0101FFFFu;
/// <summary>A remote that has already received at least one server
/// sample, so AP-87's <c>firstUp</c> hint is false and the other two
/// conditions are the ones under test.</summary>
private static RemoteMotion MakeSampledRemote(Vector3 bodyPosition)
{
var remote = new RemoteMotion();
remote.Body.Position = bodyPosition;
remote.Body.Orientation = Quaternion.Identity;
remote.LastServerPosTime = 1_700_000_000d;
return remote;
}
private static (RemoteMotion Remote, EntityPhysicsHost Host) MakeRemoteWithHost(
Vector3 bodyPosition)
{
RemoteMotion remote = MakeSampledRemote(bodyPosition);
EntityPhysicsHost host = new(
id: 0x70000001u,
getPosition: () => new Position(0x0001u, remote.Body.Position, remote.Body.Orientation),
getVelocity: () => remote.Body.Velocity,
getRadius: () => 0.48f,
inContact: () => remote.Body.InContact,
minterpMaxSpeed: () => null,
curTime: () => 0d,
physicsTimerTime: () => 0d,
getObjectA: _ => null,
handleUpdateTarget: _ => { },
interruptCurrentMovement: () => { });
remote.BindCanonicalRuntime(
() => host,
() => 0x0001u,
_ => { });
remote.MarkFullPhysicsHostBound();
return (remote, host);
}
// ── AP-87 (register row, carried forward) ──────────────────────────────
[Fact]
public void ApplyInterpolate_BodyFarFromTarget_SnapsRatherThanEnqueues()
{
// AP-87's load-bearing condition: |Body.Position - worldPos| > 4 m.
// An unplaced body (spawn-seed origin) must SNAP, never enqueue —
// enqueuing here is exactly the #184 invisible-but-solid regression
// this backstop exists to prevent.
RemoteMotion remote = MakeSampledRemote(new Vector3(0f, 0f, 0f));
var target = new Vector3(50f, 0f, 0f); // 50 m away — far beyond 4 m.
RuntimeRemoteSteadyStatePosition.Action action =
RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
remote,
target,
Quaternion.Identity,
isMovingTo: false,
willBeDrTicked: true);
Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Snapped, action);
Assert.Equal(target, remote.Body.Position);
}
[Fact]
public void ApplyInterpolate_NotDrTicked_SnapsEvenWhenClose()
{
// AP-87's second condition: !willBeDrTicked. A body with no consumer
// to walk the queue must snap even for a 1 m correction, or it never
// reaches the target at all.
RemoteMotion remote = MakeSampledRemote(new Vector3(10f, 10f, 5f));
var target = new Vector3(10.5f, 10f, 5f); // 0.5 m — well within 4 m.
RuntimeRemoteSteadyStatePosition.Action action =
RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
remote,
target,
Quaternion.Identity,
isMovingTo: false,
willBeDrTicked: false);
Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Snapped, action);
Assert.Equal(target, remote.Body.Position);
}
[Fact]
public void ApplyInterpolate_FirstUpBeforeAnyServerSample_Snaps()
{
// AP-87's third condition, carried forward from the NPC copy rather
// than silently dropped: a remote that has never been stamped with a
// server sample snaps even when both other conditions are benign.
// Structurally unreachable for player remotes, whose caller stamps
// LastServerPosTime before it routes — which is exactly why keeping
// it costs the player arm nothing.
var remote = new RemoteMotion();
remote.Body.Position = new Vector3(10f, 10f, 5f);
remote.Body.Orientation = Quaternion.Identity;
Assert.Equal(0d, remote.LastServerPosTime);
var target = new Vector3(10.5f, 10f, 5f);
RuntimeRemoteSteadyStatePosition.Action action =
RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
remote,
target,
Quaternion.Identity,
isMovingTo: false,
willBeDrTicked: true);
Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Snapped, action);
Assert.Equal(target, remote.Body.Position);
}
[Fact]
public void ApplyInterpolate_NearAndDrTicked_EnqueuesWithoutTouchingBodyPosition()
{
// The ordinary retail near case: no AP-87 condition holds, so the
// body is queued for the per-tick catch-up, not hard-snapped.
RemoteMotion remote = MakeSampledRemote(new Vector3(10f, 10f, 5f));
var target = new Vector3(10.5f, 10f, 5f);
RuntimeRemoteSteadyStatePosition.Action action =
RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
remote,
target,
Quaternion.Identity,
isMovingTo: false,
willBeDrTicked: true);
Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Enqueued, action);
// The body itself is not hard-moved by the enqueue path — the
// per-tick InterpolationManager/adjust_offset chain walks it there.
Assert.Equal(new Vector3(10f, 10f, 5f), remote.Body.Position);
}
/// <summary>
/// TS-44 stays an NPC-only CALLER gate: the seam itself is the
/// kind-agnostic retail decision, so a sticky-armed host does NOT change
/// what it does. Folding the sticky check in here would have silently
/// extended TS-44 to player remotes, which have never had one.
/// </summary>
[Fact]
public void ApplyInterpolate_IsIndifferentToTheStickyLease()
{
(RemoteMotion remote, EntityPhysicsHost host) = MakeRemoteWithHost(
new Vector3(0f, 0f, 0f));
host.PositionManager.StickTo(objectId: 0x70000002u, radius: 1f, height: 1f);
Assert.NotEqual(0u, host.PositionManager.GetStickyObjectId());
RuntimeRemoteSteadyStatePosition.Action action =
RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
remote,
new Vector3(50f, 0f, 0f),
Quaternion.Identity,
isMovingTo: false,
willBeDrTicked: true);
Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Snapped, action);
}
// ── Per-entity currency ─────────────────────────────────────────────────
// Contract item 4: N remotes, no shared pending slot — unlike route 2's
// single-slot RuntimeAcceptedPositionDriveController, this decision
// carries no state of its own between calls. Two remotes classified in
// the same tick must not observe or mutate each other.
[Fact]
public void TwoRemotesInTheSameTick_ApplyIndependentlyWithNoCrossContamination()
{
RemoteMotion farRemote = MakeSampledRemote(new Vector3(0f, 0f, 0f)); // will snap.
RemoteMotion nearRemote = MakeSampledRemote(new Vector3(10f, 10f, 5f)); // will enqueue.
RuntimeRemoteSteadyStatePosition.Action farAction =
RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
farRemote,
new Vector3(50f, 0f, 0f),
Quaternion.Identity,
isMovingTo: false,
willBeDrTicked: true);
RuntimeRemoteSteadyStatePosition.Action nearAction =
RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
nearRemote,
new Vector3(10.5f, 10f, 5f),
Quaternion.Identity,
isMovingTo: false,
willBeDrTicked: true);
Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Snapped, farAction);
Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Enqueued, nearAction);
Assert.Equal(new Vector3(50f, 0f, 0f), farRemote.Body.Position);
// nearRemote's body is untouched by farRemote's snap — no shared state.
Assert.Equal(new Vector3(10f, 10f, 5f), nearRemote.Body.Position);
}
// ── Ownership: exactly two dispositions, everything else falls through ──
[Fact]
public void OwnsSteadyState_IsTrueForExactlyTheTwoNoPlacementDispositions()
{
Assert.True(RuntimeRemoteSteadyStatePosition.OwnsSteadyState(
Classify(hasContact: false, playerDistance: 1f)));
Assert.True(RuntimeRemoteSteadyStatePosition.OwnsSteadyState(
Classify(hasContact: true, playerDistance: 10f)));
}
[Theory]
// Far (>=96 m) — SetPositionSimple, route 4b.
[InlineData(true, 200f, Cell, 10, 10, PositionTimestampDisposition.Apply)]
// Cell-less canonical body — SetPosition, route 4b.
[InlineData(true, 10f, 0u, 10, 10, PositionTimestampDisposition.Apply)]
// Fresh TELEPORT_TS — SetPosition, route 4b.
[InlineData(true, 10f, Cell, 10, 11, PositionTimestampDisposition.Apply)]
// Rejected admission — RejectedAuthority.
[InlineData(true, 10f, Cell, 10, 10, PositionTimestampDisposition.Rejected)]
// Nonfinite derived distance — RejectedData.
[InlineData(true, float.NaN, Cell, 10, 10, PositionTimestampDisposition.Apply)]
public void OwnsSteadyState_IsFalseForEveryOtherClassification(
bool hasContact,
float playerDistance,
uint committedCellId,
ushort previousTeleport,
ushort acceptedTeleport,
PositionTimestampDisposition disposition)
{
RuntimeAuthoritativePositionRoute route = Classify(
hasContact,
playerDistance,
committedCellId,
previousTeleport,
acceptedTeleport,
disposition);
Assert.NotEqual(
RuntimeAuthoritativePositionDisposition.Interpolate,
route.Disposition);
Assert.NotEqual(
RuntimeAuthoritativePositionDisposition.NoPositionOperation,
route.Disposition);
Assert.False(RuntimeRemoteSteadyStatePosition.OwnsSteadyState(route));
}
[Fact]
public void OwnsSteadyState_IsFalseWhenNothingWasClassified()
{
// A null route is "route 4a has no opinion" — the legacy path runs
// completely unchanged, exactly as its doc comment claims.
Assert.False(RuntimeRemoteSteadyStatePosition.OwnsSteadyState(null));
Assert.False(RuntimeRemoteSteadyStatePosition.IsAirborneNoOperation(null));
Assert.False(RuntimeRemoteSteadyStatePosition.IsNearInterpolate(null));
}
// ── D2: ConstrainTo timing/anchor ───────────────────────────────────────
[Fact]
public void ArmConstraintAfterOperation_AnchorsToTheHostsCurrentLivePosition()
{
(RemoteMotion remote, EntityPhysicsHost host) = MakeRemoteWithHost(
new Vector3(1f, 2f, 3f));
// Simulate the operation having already moved the body (a Snapped
// outcome) BEFORE ConstrainTo arms — D2 requires the anchor to read
// the POST-move position, never the pre-move one.
remote.Body.Position = new Vector3(9f, 9f, 9f);
RuntimeRemoteSteadyStatePosition.ArmConstraintAfterOperation(host);
ConstraintManager? constraint = host.PositionManager.Constraint;
Assert.NotNull(constraint);
Assert.True(constraint!.IsConstrained);
Assert.Equal(new Vector3(9f, 9f, 9f), constraint.ConstraintPos.Frame.Origin);
// Anchored to itself at arm time -> zero initial offset, matching
// retail's per-packet re-anchor.
Assert.Equal(0f, constraint.ConstraintPosOffset, 3);
}
/// <summary>
/// C4 route 4b-3 (D4): the complete arm-count partition, proof obligation
/// 3 — one assertion per row of the contract's partition table, on the
/// OBSERVABLE (whether <c>ConstrainTo</c> actually armed), not the code
/// shape. <see cref="RuntimeRemoteAcceptedPositionArm.TeleportPlacement"/>
/// and <see cref="RuntimeRemoteAcceptedPositionArm.FarSnapPlacement"/>
/// arm unconditionally (retail discards the placement error and returns
/// 1 either way, @0x00516438/@0x005163E8);
/// <see cref="RuntimeRemoteAcceptedPositionArm.UnroutedCatchUp"/> arms
/// too — it is only ever reached here when the caller's free-flight
/// carve-out has already confirmed the body is in contact; only
/// <see cref="RuntimeRemoteAcceptedPositionArm.AirborneNoOperation"/>
/// does not (retail's <c>arg4 == 0</c> branch returns 0 @0x0051636D).
/// </summary>
[Theory]
[InlineData("TeleportPlacement", true)]
[InlineData("FarSnapPlacement", true)]
[InlineData("NearInterpolate", true)]
[InlineData("UnroutedCatchUp", true)]
[InlineData("AirborneNoOperation", false)]
public void TryArmConstraintAfterOperation_MatchesTheCompletePartition(
string armName,
bool expectedArmed)
{
// RuntimeRemoteAcceptedPositionArm is internal; xUnit's [InlineData]
// requires public-visible argument types, so the arm travels as its
// name and is parsed back here.
var arm = (RuntimeRemoteAcceptedPositionArm)Enum.Parse(
typeof(RuntimeRemoteAcceptedPositionArm), armName);
(RemoteMotion remote, EntityPhysicsHost host) = MakeRemoteWithHost(
new Vector3(1f, 2f, 3f));
bool armed = RuntimeRemoteSteadyStatePosition
.TryArmConstraintAfterOperation(arm, remote);
Assert.Equal(expectedArmed, armed);
Assert.Equal(
expectedArmed,
host.PositionManager.Constraint?.IsConstrained == true);
}
private static RuntimeAuthoritativePositionRoute Classify(
bool hasContact,
float playerDistance,
uint committedCellId = Cell,
ushort previousTeleport = 10,
ushort acceptedTeleport = 10,
PositionTimestampDisposition disposition =
PositionTimestampDisposition.Apply) =>
RuntimeAuthoritativePositionRouteClassifier.ClassifyAcceptedPosition(
new RuntimeAcceptedPositionRouteRequest(
new RuntimeAuthoritativePositionAuthority(
new RuntimeGenerationToken(7),
new RuntimeEntityKey(0x70000001u, 3),
PositionAuthorityVersion: 11UL,
AcceptedPositionSequence: 20,
previousTeleport,
acceptedTeleport,
disposition),
RuntimePositionEntityKind.Remote,
RuntimeAcceptedPositionSource.PositionEvent,
new CreateObject.ServerPosition(
Cell, 10f, 20f, 30f, 1f, 0f, 0f, 0f),
PlacementFrame: 0u,
PositionPackVelocity: Vector3.Zero,
committedCellId,
hasContact,
playerDistance,
UsePositionFromServer: false,
HasAnimations: false,
default));
}