The live capture pinned it end to end. BuildInteriorEntitiesForStreaming lifts the render-side cell transform +0.02 m Z (shell z-fighting vs terrain - a DRAW concern) and passed that LIFTED transform to BuildLoadedCell, so every plane in the visibility graph sat 2 cm high. The portal side test's in-plane window is +-10 mm: an eye standing ON a floor containing a HORIZONTAL portal (the tower's deck lip 010A->0107, stair landings, cellar mouths) sits 0-10 mm above the TRUE plane = 10-20 mm BELOW the lifted plane -> outside the window -> the cell behind the portal side-culled out of the flood. Captured live at the stair top: root=0xAAB3010A eye z=126.803 vs the portal plane at 126.80, flood=1, 0x0107 (the whole tower interior incl. the staircase) dropped WHILE THE GAZE LOOKED STRAIGHT AT IT - "stairs disappear and you can walk on them", and the roof/edge flap as the gaze swung the marginal admissions. Vertical doorways were immune (the lift slides their planes along themselves) - exactly why this hit stairs/decks/floors and not doors. Chase chain (the apparatus did all the work): [viewer] print-on-change probe with eye@mm -> the user's climb capture -> [viewer-diff] naming the dropped cells per flip -> headless replay of the exact captured (eye,fwd) frame: healthy UNLIFTED, reproduces ONLY with the production lift -> gate-by-gate diagnostic (side test dot=+0.003 unlifted vs -0.017 lifted; clip + rescue exonerated; knife-edge z-sweep all-stable, killing the float-chaos theory). Fix: BuildLoadedCell receives the PHYSICS (unlifted) transform; the drawn shells keep their lift. The seal/punch fans (which read the visibility LoadedCell's WorldTransform) now stamp TRUE depth - MORE consistent with the unlifted terrain they protect. Pins: CapturedTopOfStairs_MainCellStaysInFlood - arm 1 (unlifted = post-fix production) asserts the main cell admitted at the captured frame; arm 2 (lifted) is the mechanism canary asserting the drop, with instructions if it ever starts passing. Plus the gate-by-gate diagnostic + knife-edge sweep as the investigation record. Also this session: Issue127FloodFlipReplayTests (the captured 4 cm outdoor flip pair replays STABLE across fovs/pre-gate arms - the outdoor churn is NOT the flood math; remaining #127 = distant-building admission churn, lower priority now that the tower-cell drops are explained by the lift), and the [viewer-diff] probe (per-flip added/ removed cell naming - keep, it found this). Suites: App 242+1skip, Core 1422+2skip, UI 420, Net 294. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
221 lines
9.6 KiB
C#
221 lines
9.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using AcDream.App.Rendering;
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using DatReaderWriter;
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using DatReaderWriter.Options;
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using Xunit;
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using Xunit.Abstractions;
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using DatLandBlockInfo = DatReaderWriter.DBObjs.LandBlockInfo;
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namespace AcDream.App.Tests.Rendering;
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/// <summary>
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/// #127 — per-building flood admissions are BISTABLE per frame under the
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/// outdoor root (the building-flap mechanism: tower roof/edges flap, #123
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/// buildings vanishing when running past). Captured live with the [viewer]
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/// fwd= probe (flap-fwd-capture2.log): a ~4 cm eye wobble flips the merged
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/// flood 24↔25 with a byte-identical gaze:
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/// flood=25 eye=(129.051,-15.636,99.512) fwd=(-0.7565,0.5877,-0.2869)
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/// flood=24 eye=(129.009,-15.610,99.503) fwd=(same)
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/// flood=25 eye=(129.051,-15.642,99.514) fwd=(same)
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/// (player parked at pCell=0xA9B40019, Holtburg town, A9B4-anchored world
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/// frame — A9B4-local == world; A9B3 cells get a (0,-192,0) block offset.)
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///
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/// This harness replays the captured (eye, fwd) pairs through the
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/// production outdoor pipeline — Build(outdoorNode) + per-building
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/// ConstructViewBuilding merged (RetailPViewRenderer.MergeNearbyBuildingFloods
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/// shape) — and DIFFS the admitted cell sets: the flipping cell names the
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/// bistable admission, and the bisect along the eye segment names the knife
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/// edge.
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/// </summary>
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public class Issue127FloodFlipReplayTests
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{
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private readonly ITestOutputHelper _out;
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public Issue127FloodFlipReplayTests(ITestOutputHelper output) => _out = output;
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// The captured flip pair (A9B4-anchored world frame).
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private static readonly Vector3 EyeA = new(129.051f, -15.636f, 99.512f);
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private static readonly Vector3 EyeB = new(129.009f, -15.610f, 99.503f);
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private static readonly Vector3 Fwd = Vector3.Normalize(new Vector3(-0.7565f, 0.5877f, -0.2869f));
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private sealed record World(
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Dictionary<uint, LoadedCell> Cells,
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List<List<LoadedCell>> BuildingGroups,
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Func<uint, LoadedCell?> Lookup);
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private static void LoadLandblockBuildings(
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DatCollection dats, uint landblock, Vector3 offset,
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Dictionary<uint, LoadedCell> cells, List<List<LoadedCell>> groups)
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{
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var lbi = dats.Get<DatLandBlockInfo>(landblock | 0xFFFEu);
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if (lbi is null) return;
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// all interior cells (the lookup needs every portal-reachable cell)
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for (uint low = 0x0100u; low < 0x0100u + lbi.NumCells; low++)
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{
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uint id = landblock | low;
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try { cells[id] = CornerFloodReplayTests.LoadCell(dats, id, offset); }
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catch (InvalidOperationException) { }
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}
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// per-building groups from the bldPortal stab lists (the dat's own
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// building→cells mapping; mirrors BuildingLoader's seed+walk result)
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if (lbi.Buildings is null) return;
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foreach (var bld in lbi.Buildings)
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{
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var set = new HashSet<uint>();
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if (bld.Portals is not null)
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foreach (var bp in bld.Portals)
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if (bp.StabList is not null)
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foreach (ushort low in bp.StabList)
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set.Add(landblock | low);
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var group = new List<LoadedCell>();
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foreach (uint id in set)
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if (cells.TryGetValue(id, out var c))
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group.Add(c);
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if (group.Count > 0)
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groups.Add(group);
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}
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}
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private World? LoadWorld()
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{
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var datDir = CornerFloodReplayTests.ResolveDatDir();
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if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return null; }
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var cells = new Dictionary<uint, LoadedCell>();
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var groups = new List<List<LoadedCell>>();
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// A9B4 = the anchor (world == local); the live gather spans the
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// streaming near window, so load a 5x5 block neighbourhood with
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// block offsets relative to the anchor.
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for (int dx = -2; dx <= 2; dx++)
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for (int dy = -2; dy <= 2; dy++)
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{
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uint lbX = (uint)(0xA9 + dx);
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uint lbY = (uint)(0xB4 + dy);
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uint lb = (lbX << 24) | (lbY << 16);
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LoadLandblockBuildings(dats, lb, new Vector3(dx * 192f, dy * 192f, 0f), cells, groups);
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}
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_out.WriteLine($"loaded {cells.Count} cells in {groups.Count} building groups");
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Func<uint, LoadedCell?> lookup = id => cells.TryGetValue(id, out var c) ? c : null;
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return new World(cells, groups, lookup);
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}
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private static Matrix4x4 ViewProjFor(Vector3 eye, Vector3 fwd, float fovY)
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{
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var view = Matrix4x4.CreateLookAt(eye, eye + fwd * 3f, Vector3.UnitZ);
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(fovY, 1280f / 720f, 0.1f, 5000f);
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return view * proj;
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}
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// PortalBounds per group: the union AABB of the group's exit-portal
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// polygons in world space — exactly BuildingLoader's construction
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// (BuildingLoader.cs:114-144).
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private static (bool Has, Vector3 Min, Vector3 Max) PortalBoundsFor(List<LoadedCell> group)
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{
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bool has = false;
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var min = new Vector3(float.MaxValue);
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var max = new Vector3(float.MinValue);
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foreach (var cell in group)
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{
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int n = Math.Min(cell.Portals.Count, cell.PortalPolygons.Count);
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for (int i = 0; i < n; i++)
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{
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if (cell.Portals[i].OtherCellId != 0xFFFF) continue;
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var poly = cell.PortalPolygons[i];
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if (poly is null) continue;
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foreach (var v in poly)
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{
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var world = Vector3.Transform(v, cell.WorldTransform);
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has = true;
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min = Vector3.Min(min, world);
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max = Vector3.Max(max, world);
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}
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}
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}
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return (has, min, max);
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}
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// The production outdoor pipeline: full-screen outdoor root + per-building
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// exterior floods merged as a union (RetailPViewRenderer.DrawInside +
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// MergeNearbyBuildingFloods + MergeBuildingFrame), INCLUDING the gather's
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// per-building frustum pre-gate on PortalBounds (GameWindow:7542-7545) —
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// controlled by <paramref name="withPreGate"/> so the gate itself can be
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// implicated or exonerated.
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private static HashSet<uint> AdmittedCells(World w, Vector3 eye, Vector3 fwd, float fovY, bool withPreGate)
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{
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var viewProj = ViewProjFor(eye, fwd, fovY);
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var frustum = FrustumPlanes.FromViewProjection(viewProj);
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var outdoor = OutdoorCellNode.Build(0xA9B40019u);
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var pv = PortalVisibilityBuilder.Build(outdoor, eye, w.Lookup, viewProj);
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foreach (var group in w.BuildingGroups)
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{
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if (withPreGate)
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{
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var (has, min, max) = PortalBoundsFor(group);
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if (has && !FrustumCuller.IsAabbVisible(frustum, min, max))
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continue;
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}
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var bf = PortalVisibilityBuilder.ConstructViewBuilding(group, eye, w.Lookup, viewProj);
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foreach (uint cellId in bf.OrderedVisibleCells)
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{
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if (!bf.CellViews.TryGetValue(cellId, out var srcView)) continue;
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if (pv.CellViews.TryGetValue(cellId, out var existing))
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{
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foreach (var p in srcView.Polygons) existing.Add(p);
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continue;
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}
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pv.CellViews[cellId] = srcView;
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pv.OrderedVisibleCells.Add(cellId);
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}
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}
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return new HashSet<uint>(pv.OrderedVisibleCells);
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}
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/// <summary>
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/// Reproduce + name: the captured 4 cm pair must admit the SAME cell set
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/// (a stable world does not flap a building interior for a 4 cm eye
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/// wobble at identical gaze). The diff names the bistable cell(s); the
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/// bisect prints the knife-edge location and transition count.
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/// </summary>
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[Fact]
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public void CapturedFlipPair_AdmissionIsStable()
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{
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var w = LoadWorld();
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if (w is null) return;
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foreach (bool preGate in new[] { false, true })
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foreach (float fov in new[] { MathF.PI / 3f, 1.2f, MathF.PI / 2f, 0.9f })
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{
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var a = AdmittedCells(w, EyeA, Fwd, fov, preGate);
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var b = AdmittedCells(w, EyeB, Fwd, fov, preGate);
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var onlyA = a.Except(b).OrderBy(x => x).ToList();
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var onlyB = b.Except(a).OrderBy(x => x).ToList();
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_out.WriteLine(FormattableString.Invariant(
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$"preGate={preGate} fov={fov:F2}: |A|={a.Count} |B|={b.Count} onlyA=[{string.Join(",", onlyA.Select(x => $"0x{x:X8}"))}] onlyB=[{string.Join(",", onlyB.Select(x => $"0x{x:X8}"))}]"));
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if (onlyA.Count == 0 && onlyB.Count == 0) continue;
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// bisect the segment: count admission transitions per flipping cell
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foreach (uint cell in onlyA.Concat(onlyB))
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{
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int transitions = 0;
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bool? prev = null;
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for (int i = 0; i <= 40; i++)
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{
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var eye = Vector3.Lerp(EyeA, EyeB, i / 40f);
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bool admitted = AdmittedCells(w, eye, Fwd, fov, preGate).Contains(cell);
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if (prev.HasValue && admitted != prev.Value) transitions++;
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prev = admitted;
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}
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_out.WriteLine(FormattableString.Invariant(
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$" cell 0x{cell:X8}: {transitions} admission transition(s) along the 4 cm segment"));
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}
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Assert.Fail($"flood admission differs across the captured 4 cm pair (preGate={preGate}, fov={fov:F2}) — see output for the flipping cells");
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}
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}
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}
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