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