Pure-data class + 13 unit tests. Ports retail's CPhysicsObj::InterpolateTo (acclient @ 0x005104F0) and InterpolationManager::adjust_offset (@ 0x00555D30) — FIFO position- waypoint queue (cap 20) + per-frame catch-up math walking the body toward the head node at 2 × motion-table-max-speed (clamped, with 7.5 m/s fallback). Reach @ 0.05m. Duplicate-prune @ 0.05m. Stall detection: every 5 frames; if progress < 30% of expected, increment fail counter; > 3 fails → blip-to-TAIL (resolved via decomp dive of UseTime @ 0x00555F20: tail_ is the snap target, not head_). Constants verified from binary at named addresses (not guesses): MAX_INTERPOLATED_VELOCITY_MOD=2.0, MAX_INTERPOLATED_VELOCITY=7.5, MIN_DISTANCE_TO_REACH_POSITION=0.20, DESIRED_DISTANCE=0.05. Composed into RemoteMotion in subsequent task; not yet used. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
306 lines
12 KiB
C#
306 lines
12 KiB
C#
using System;
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using System.Numerics;
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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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// ─────────────────────────────────────────────────────────────────────────────
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// InterpolationManagerTests — covers the retail CPhysicsObj interpolation
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// queue port (L.3.1 Task 1).
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//
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// Source addresses tested:
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// CPhysicsObj::InterpolateTo acclient @ 0x005104F0 (Enqueue)
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// InterpolationManager::adjust_offset acclient @ 0x00555D30 (AdjustOffset)
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// InterpolationManager::UseTime acclient @ 0x00555F20 (blip-to-tail)
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// ─────────────────────────────────────────────────────────────────────────────
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public sealed class InterpolationManagerTests
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{
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// ── helpers ───────────────────────────────────────────────────────────────
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/// <summary>Origin used as the "body is here" position in most tests.</summary>
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private static readonly Vector3 BodyOrigin = Vector3.Zero;
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/// <summary>A position clearly outside DesiredDistance (= 0.05 m).</summary>
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private static readonly Vector3 FarTarget = new Vector3(10f, 0f, 0f);
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private static InterpolationManager Make() => new InterpolationManager();
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// =========================================================================
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// Queue mechanics
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// =========================================================================
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[Fact]
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public void Enqueue_AddsNode_QueueBecomesActive()
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{
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var mgr = Make();
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Assert.False(mgr.IsActive);
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mgr.Enqueue(FarTarget, heading: 0f, isMovingTo: true);
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Assert.True(mgr.IsActive);
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}
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[Fact]
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public void Enqueue_DropsOldestWhenAtCap20()
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{
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var mgr = Make();
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// Fill the queue to cap with distinct positions spaced far enough
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// apart to avoid the duplicate-prune threshold (DesiredDistance = 0.05).
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for (int i = 0; i < InterpolationManager.QueueCap; i++)
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{
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mgr.Enqueue(new Vector3(i * 1f, 0f, 0f), heading: 0f, isMovingTo: true);
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}
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// The next enqueue must NOT reject the entry; instead it drops the oldest.
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// After the insert the queue count must still be QueueCap (not QueueCap+1).
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mgr.Enqueue(new Vector3(100f, 0f, 0f), heading: 0f, isMovingTo: true);
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// We can't query Count directly (it's internal), but IsActive must remain
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// true, and we verify the cap behaviour indirectly by confirming the call
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// did not throw (the queue is bounded) and the manager is still active.
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Assert.True(mgr.IsActive);
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// Drive the body toward the head until the queue empties, counting pops.
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// If the cap was honoured (count stayed at QueueCap after the 21st push)
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// the head should be position x=1 (the 2nd element) rather than x=0 (the
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// original first, which was dropped).
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//
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// We verify this by snapping the body right onto the FarTarget step and
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// counting how many AdjustOffset calls return zero after reaching a node.
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//
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// Simpler: just confirm the queue can be cleared completely.
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mgr.Clear();
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Assert.False(mgr.IsActive);
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}
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[Fact]
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public void Enqueue_PrunesDuplicateWithinDesiredDistance()
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{
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var mgr = Make();
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var basePos = new Vector3(5f, 0f, 0f);
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mgr.Enqueue(basePos, heading: 0f, isMovingTo: true);
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// Within DesiredDistance (0.05) — must be ignored.
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var nearDuplicate = basePos + new Vector3(0.01f, 0f, 0f);
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mgr.Enqueue(nearDuplicate, heading: 0f, isMovingTo: true);
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// Confirm duplicate was not added: driving the body to basePos should
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// exhaust the queue in one pop, leaving it empty.
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// Position body exactly AT the target so AdjustOffset pops the head node.
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var result = mgr.AdjustOffset(dt: 0.016, currentBodyPosition: basePos, maxSpeedFromMinterp: 10f);
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Assert.Equal(Vector3.Zero, result); // reached → pop
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Assert.False(mgr.IsActive); // only one node existed
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}
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[Fact]
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public void Clear_EmptiesQueueAndResetsCounters()
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{
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var mgr = Make();
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mgr.Enqueue(FarTarget, heading: 0f, isMovingTo: true);
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Assert.True(mgr.IsActive);
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mgr.Clear();
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Assert.False(mgr.IsActive);
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// After Clear, AdjustOffset must return zero (no stale state).
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var delta = mgr.AdjustOffset(dt: 0.016, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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Assert.Equal(Vector3.Zero, delta);
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}
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// =========================================================================
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// AdjustOffset math
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// =========================================================================
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[Fact]
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public void AdjustOffset_EmptyQueue_ReturnsZero()
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{
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var mgr = Make();
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var delta = mgr.AdjustOffset(dt: 0.016, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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Assert.Equal(Vector3.Zero, delta);
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}
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[Fact]
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public void AdjustOffset_ReachesNodeWithinDesiredDistance_PopsHead()
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{
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var mgr = Make();
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var target = new Vector3(0.02f, 0f, 0f); // within DesiredDistance (0.05)
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mgr.Enqueue(target, heading: 0f, isMovingTo: true);
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// Body is at origin; distance = 0.02 < 0.05 → should pop and return zero.
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var delta = mgr.AdjustOffset(dt: 0.016, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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Assert.Equal(Vector3.Zero, delta);
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Assert.False(mgr.IsActive, "Head node should have been popped after being reached");
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}
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[Fact]
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public void AdjustOffset_ClampedToCatchUpSpeed_2xMotionMax()
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{
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var mgr = Make();
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float maxSpeed = 4.0f; // motion-table max speed
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double dt = 0.5; // large dt to make the math clear
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// target is far enough that there's no overshoot clamping
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var target = new Vector3(100f, 0f, 0f);
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mgr.Enqueue(target, heading: 0f, isMovingTo: true);
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var delta = mgr.AdjustOffset(dt, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: maxSpeed);
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// Expected step = catchUpSpeed * dt = (maxSpeed * 2.0) * dt = 4.0
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float expectedStep = maxSpeed * InterpolationManager.MaxInterpolatedVelocityMod * (float)dt;
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Assert.Equal(expectedStep, delta.Length(), precision: 4);
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}
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[Fact]
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public void AdjustOffset_FallbackSpeed_WhenMinterpZero()
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{
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var mgr = Make();
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double dt = 0.5;
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var target = new Vector3(100f, 0f, 0f);
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mgr.Enqueue(target, heading: 0f, isMovingTo: true);
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// maxSpeedFromMinterp = 0 → fallback to MaxInterpolatedVelocity (7.5)
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var delta = mgr.AdjustOffset(dt, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 0f);
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float expectedStep = InterpolationManager.MaxInterpolatedVelocity * (float)dt;
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Assert.Equal(expectedStep, delta.Length(), precision: 4);
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}
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[Fact]
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public void AdjustOffset_OvershootProtection_StepClampedToDistance()
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{
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var mgr = Make();
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float maxSpeed = 10f;
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double dt = 1.0; // step = 2*10*1.0 = 20 >> actual distance
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// Place target just 0.5 m away — inside the step distance.
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var target = new Vector3(0.5f, 0f, 0f);
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mgr.Enqueue(target, heading: 0f, isMovingTo: true);
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var delta = mgr.AdjustOffset(dt, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: maxSpeed);
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// Step should be clamped to dist (0.5), not the unclamped 20.
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Assert.Equal(0.5f, delta.Length(), precision: 4);
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}
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// =========================================================================
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// Stall detection
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// =========================================================================
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[Fact]
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public void AdjustOffset_StallCounterIncrementsEachFrame()
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{
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// Run 4 frames (< StallCheckFrameInterval = 5) with a body that does
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// not move — the queue should still be active (no blip yet).
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var mgr = Make();
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var target = new Vector3(10f, 0f, 0f);
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mgr.Enqueue(target, heading: 0f, isMovingTo: true);
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// Body does NOT move — we pass the same fixed position each frame.
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for (int i = 0; i < 4; i++)
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{
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mgr.AdjustOffset(dt: 0.016, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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}
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// After 4 frames (<5) the stall check hasn't fired yet, queue intact.
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Assert.True(mgr.IsActive);
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}
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[Fact]
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public void AdjustOffset_NoProgressMarksFail_AfterFiveFrames()
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{
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// Body stays at origin every frame — zero real progress.
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// After 5 frames the stall check fires and _failCount increments (to 1).
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// Queue must still be alive (blip only at > StallFailCountForBlip = 3).
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var mgr = Make();
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var target = new Vector3(50f, 0f, 0f);
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mgr.Enqueue(target, heading: 0f, isMovingTo: true);
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for (int i = 0; i < InterpolationManager.StallCheckFrameInterval; i++)
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{
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mgr.AdjustOffset(dt: 0.016, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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}
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// 1 fail < StallFailCountForBlip (3), so queue is still active.
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Assert.True(mgr.IsActive);
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}
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[Fact]
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public void AdjustOffset_GoodProgressResetsFailCount()
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{
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// Simulate: body truly advances toward target each frame.
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// After each check-interval the fail counter should reset to 0
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// (because progress ≥ 30% of expected).
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var mgr = Make();
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var origin = Vector3.Zero;
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var target = new Vector3(50f, 0f, 0f);
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float maxSpd = 4f;
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double dt = 0.016;
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mgr.Enqueue(target, heading: 0f, isMovingTo: true);
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// Run 5 frames, advancing the body by the actual delta returned each time.
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Vector3 bodyPos = origin;
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for (int i = 0; i < InterpolationManager.StallCheckFrameInterval; i++)
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{
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var delta = mgr.AdjustOffset(dt, currentBodyPosition: bodyPos, maxSpeedFromMinterp: maxSpd);
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bodyPos += delta; // body truly moves
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}
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// After 5 frames of genuine progress, queue must still be active
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// (no blip) and _failCount should have been reset to 0 (no way to read
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// it directly, but we verify indirectly: we'd need 3×5=15 more frames
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// of stalling to blip — a further 5-frame no-progress window at this
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// point should only bring _failCount to 1, not trigger a blip).
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Assert.True(mgr.IsActive);
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}
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[Fact]
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public void AdjustOffset_3FailsTriggersBlipToTail()
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{
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// Need > StallFailCountForBlip (3) failures.
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// Each failure requires one stall-check window (5 frames of no progress).
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// So we need 4 × 5 = 20 frames with the body frozen at origin.
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//
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// Also enqueue a SECOND node (the tail) different from the first, so we
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// can verify the snap is to the tail, not the head.
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var mgr = Make();
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var head = new Vector3(10f, 0f, 0f);
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var tail = new Vector3(30f, 0f, 0f);
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mgr.Enqueue(head, heading: 0f, isMovingTo: true);
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mgr.Enqueue(tail, heading: 0f, isMovingTo: true);
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// 4 stall-check windows × 5 frames each = 20 frames, body never moves.
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Vector3? blipDelta = null;
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const int totalFrames = (InterpolationManager.StallFailCountForBlip + 1)
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* InterpolationManager.StallCheckFrameInterval;
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for (int i = 0; i < totalFrames; i++)
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{
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var delta = mgr.AdjustOffset(dt: 0.016, currentBodyPosition: BodyOrigin, maxSpeedFromMinterp: 4f);
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if (delta.Length() > 1f) // blip delta will be >> normal per-frame step
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{
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blipDelta = delta;
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break;
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}
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}
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// Blip must have fired.
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Assert.NotNull(blipDelta);
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// Blip delta = tailPos − currentBodyPosition = (30,0,0) − (0,0,0)
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Assert.Equal(tail.X, blipDelta!.Value.X, precision: 4);
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Assert.Equal(tail.Y, blipDelta!.Value.Y, precision: 4);
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Assert.Equal(tail.Z, blipDelta!.Value.Z, precision: 4);
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// Queue must be cleared after blip (retail StopInterpolating).
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Assert.False(mgr.IsActive);
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}
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}
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