acdream/src/AcDream.Core/Physics/ResolveResult.cs
Erik 6921a02744 refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1)
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>
2026-08-05 14:11:31 +02:00

61 lines
2.8 KiB
C#

using System.Numerics;
namespace AcDream.Core.Physics;
/// <summary>
/// Result of <see cref="PhysicsEngine.ResolveWithTransition"/>: the validated
/// position after collision, the cell the entity ended up in,
/// and whether they're standing on a surface.
///
/// <para>
/// L.3a (2026-04-30): added optional collision-normal fields so the
/// caller (typically
/// <see cref="AcDream.Runtime.Gameplay.PlayerMovementController"/>)
/// can apply retail's velocity-reflection bounce
/// (<c>v_new = v - (1 + elasticity) * dot(v, n) * n</c>) to the
/// PhysicsBody after the geometric resolve completes. ACE port mirror:
/// <c>references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs:2692-2697</c>;
/// retail equivalent: <c>CPhysicsObj::handle_all_collisions</c> at
/// <c>acclient_2013_pseudo_c.txt:282699-282715</c>.
/// </para>
/// </summary>
public readonly record struct ResolveResult(
Vector3 Position,
uint CellId,
bool IsOnGround,
/// <summary>True when a wall collision occurred during this resolve
/// and <see cref="CollisionNormal"/> is meaningful.</summary>
bool CollisionNormalValid = false,
/// <summary>Outward surface normal of the wall the sphere hit. Used
/// by the velocity-reflection step. Pointing away from the wall.</summary>
Vector3 CollisionNormal = default,
/// <summary>Render Residual A — whether the underlying
/// <c>FindTransitionalPosition</c> found a valid position (retail
/// <c>find_valid_position != 0</c>, pc:273898). False when the sweep had no
/// start cell or was immediately stuck. The camera <c>SweepEye</c> reads this
/// to trigger <c>SmartBox::update_viewer</c>'s fallbacks. Default <c>true</c>
/// so existing callers are unaffected.</summary>
bool Ok = true,
/// <summary>
/// Final transition orientation. Projectile callers consume the
/// interpolated frame committed before a PathClipped collision; legacy
/// point/capsule callers leave this at identity and ignore it.
/// </summary>
Quaternion Orientation = default,
/// <summary>
/// Exact retail SetPositionInternal contact-plane-valid result. This is
/// distinct from <see cref="OnWalkable"/>: a steep surface may be contact
/// without being ground.
/// </summary>
bool InContact = false,
/// <summary>
/// Exact retail walkability result after testing the contact-plane normal
/// against <see cref="PhysicsGlobals.FloorZ"/>.
/// </summary>
bool OnWalkable = false,
/// <summary>The accepted SetPosition contact plane, when present.</summary>
Plane ContactPlane = default,
/// <summary>Full cell that owns <see cref="ContactPlane"/>.</summary>
uint ContactPlaneCellId = 0,
/// <summary>Whether the accepted contact plane is water.</summary>
bool ContactPlaneIsWater = false);