Member-wise deletion of the three legacy resolver members named in docs/research/2026-08-05-c5a-contract.md: PhysicsEngine.Resolve, PhysicsEngine.HasCellSurface, and PhysicsEngine.ResolvePlacement. An exhaustive receiver census over src/ found zero production callers of any of the three — every production placement writer already reaches the canonical PhysicsEngine.SetPosition transaction exclusively through RuntimeSetPositionState (three call sites total). The deletion is purely member-wise: IsSpawnCellReady and AdjustPosition, which shared the same source region as the deleted members, are preserved byte-identical — every remaining production caller of either (including PhysicsCameraCollisionProbe, AdjustPosition's sole surviving production caller) is unaffected. Companion changes: - PlayerMovementController's 3-argument SetPosition test overload is renamed to SeedPlacementForTest (internal) and CommitPreparedPosition is deleted; 83 call sites across 19 test files were mechanically renamed to match. - Seven pinned test dispositions from the contract are executed: 3.1 (PhysicsEngineTests.cs: 11 legacy-resolver tests deleted, 6 ResolveWithTransition tests kept), 3.2/3.3/3.4 (re-point to canonical SetPosition, with TransitionScratchDifferentialTests.cs additionally gaining positive IsCommitted assertions after each bitwise comparison so the differential proves a placement actually committed, not just that two possibly-uncommitted results match), 3.5 (Runtime rename), and 3.6 (PlayerMovementPlacementTransactionTests.cs rewritten — its xmldoc now states plainly that the render-root publish moved to RuntimeSetPositionState.cs, but the sticky-release relocation claim was false and is retracted; this disposition's coverage loss is the sticky release path, not silently absorbed elsewhere). - Stale `PhysicsEngine.Resolve`/`Resolve` doc citations in CellTransit.cs, PlayerMovementController.cs, and HeadlessSessionWorldProjection.cs are corrected to name the surviving canonical entry points by symbol (SetPosition, AdjustSetPosition/AdjustPosition, ResolveWithTransition) rather than fragile line numbers. Retires AP-1 and AD-1 in docs/architecture/retail-divergence-register.md: both rows described production zero-delta placement routing remaining on the legacy resolver pending the Slice 4B2/4B route cutover; that resolver no longer exists, so the condition each row tracked is now structurally false rather than merely narrowed. AP-145 (routed through the prior commit) and this commit's AP-1/AD-1 together bring the section counts to 101 AP / 47 AD active rows. Builds on the AP-145 fix (previous commit) — this commit's staged tree was independently rebuilt and its four suites independently rerun on top of that commit before this commit was created, in addition to the combined rebuild/rerun below. Full-solution build: 0 errors (21 pre-existing warnings, all unrelated). Suite results (combined tree): Core 4270/4271 passed (1 skip; the single DatSoundCacheTests concurrent-decode-dedup failure is a known load-sensitive race, confirmed passing standalone and unrelated to this change), Runtime 1176/1176, Headless 86/86, App 4132/4135 (3 skips). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
114 lines
4.5 KiB
C#
114 lines
4.5 KiB
C#
using System.Buffers.Binary;
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using System.Net;
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using System.Numerics;
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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.Runtime.Gameplay;
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namespace AcDream.Runtime.Tests.Gameplay;
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public sealed class LocalPlayerImmediatePositionTests
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{
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[Fact]
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public void ForcePositionAcknowledgement_SendsOneExactAutonomousPositionAndStampsIt()
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{
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using var session = new WorldSession(
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new IPEndPoint(IPAddress.Loopback, 9000));
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session.PublishAcceptedLocalPhysicsTimestamps(
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instance: 11,
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serverControlledMove: 12,
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teleport: 13,
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forcePosition: 14);
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var sent = new List<byte[]>();
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session.GameActionCapture = sent.Add;
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PlayerMovementController player = GroundedPlayer();
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Position preTurnCanonical = player.CellPosition;
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Quaternion rotation = Quaternion.Normalize(
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Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 0.7f));
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player.SetBodyOrientation(rotation);
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Assert.NotEqual(rotation, preTurnCanonical.Frame.Orientation);
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Assert.True(player.TryGetOutboundPosition(out Position outboundPosition));
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var outbound = new LocalPlayerOutboundController((_, _, _, _, _, _) => { });
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outbound.SendImmediatePosition(session, player);
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byte[] body = Assert.Single(sent);
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Assert.Equal(56, body.Length);
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Assert.Equal(AutonomousPosition.GameActionOpcode, U32(body, 0));
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Assert.Equal(1u, U32(body, 4));
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Assert.Equal(AutonomousPosition.AutonomousPositionAction, U32(body, 8));
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Assert.Equal(outboundPosition.ObjCellId, U32(body, 12));
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Assert.Equal(outboundPosition.Frame.Origin.X, F32(body, 16));
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Assert.Equal(outboundPosition.Frame.Origin.Y, F32(body, 20));
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Assert.Equal(outboundPosition.Frame.Origin.Z, F32(body, 24));
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Assert.Equal(rotation.W, F32(body, 28), precision: 6);
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Assert.Equal(rotation.X, F32(body, 32), precision: 6);
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Assert.Equal(rotation.Y, F32(body, 36), precision: 6);
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Assert.Equal(rotation.Z, F32(body, 40), precision: 6);
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Assert.Equal((ushort)11, U16(body, 44));
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Assert.Equal((ushort)12, U16(body, 46));
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Assert.Equal((ushort)13, U16(body, 48));
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Assert.Equal((ushort)14, U16(body, 50));
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Assert.Equal((byte)1, body[52]);
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Assert.True(player.TryGetOutboundPosition(out Position currentOutbound));
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Assert.False(player.ShouldSendPositionEvent(
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currentOutbound,
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player.ContactPlane,
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player.SimTimeSeconds));
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}
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[Fact]
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public void ImmediateAcknowledgement_RequiresSessionPlayerAndGroundContact()
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{
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using var session = new WorldSession(
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new IPEndPoint(IPAddress.Loopback, 9000));
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var sent = new List<byte[]>();
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session.GameActionCapture = sent.Add;
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var outbound = new LocalPlayerOutboundController((_, _, _, _, _, _) => { });
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PlayerMovementController grounded = GroundedPlayer();
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outbound.SendImmediatePosition(null, grounded);
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outbound.SendImmediatePosition(session, null);
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outbound.SendImmediatePosition(
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session,
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new PlayerMovementController(new PhysicsEngine()));
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Assert.Empty(sent);
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}
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private static PlayerMovementController GroundedPlayer()
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{
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var engine = new PhysicsEngine();
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var heights = new byte[81];
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Array.Fill(heights, (byte)50);
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var heightTable = new float[256];
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for (int i = 0; i < heightTable.Length; i++)
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heightTable[i] = i;
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engine.AddLandblock(
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0xA9B4FFFFu,
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new TerrainSurface(heights, heightTable),
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Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(),
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worldOffsetX: 0f,
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worldOffsetY: 0f);
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var player = new PlayerMovementController(engine);
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player.SeedPlacementForTest(
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new Vector3(96f, 97f, 50f),
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0xA9B40001u,
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new Vector3(96f, 97f, 50f));
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Assert.True(player.CanSendPositionEvent);
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return player;
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}
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private static uint U32(byte[] body, int offset) =>
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BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(offset, 4));
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private static ushort U16(byte[] body, int offset) =>
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BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(offset, 2));
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private static float F32(byte[] body, int offset) =>
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BitConverter.Int32BitsToSingle(
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BinaryPrimitives.ReadInt32LittleEndian(body.AsSpan(offset, 4)));
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}
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