acdream/tests/AcDream.Headless.Tests/HeadlessSessionHostTests.cs
Erik e0f96a55bf fix(physics): C4 route 3 — portal placement authority (local player)
Removes a duplicate placement authority for local-player portal arrival.
Portalling worked before this change and works after it — this is not a
bug fix, EXCEPT that it found and fixed one dead-code production bug.

THE PRODUCTION BUG: TryExecuteCanonicalPortalPlacement re-read the
accepted destination at Place time, but TryBeginPortalReveal already
consumes that slot at Aim time — so the arm was 100% dead code and every
real portal Place refused with host-token-unavailable. Found only
because we refused to accept 7 skipped tests instead of chasing the
count to zero.

RETAIL IS THE GENERIC PATH FOR THE THIRD ROUTE RUNNING:
SmartBox::TeleportPlayer @0x00453910 = SetPositionSimple(dest, 1) with
flags 0x1012, followed by PlayerPositionUpdated.

BOTH INVERSIONS, WITH THEIR ANCHORS: unlike route 2, the leash IS armed
here (ConstrainTo @0x0045418A) and velocity is zeroed
(set_velocity @0x004541B4); unlike route 4b-3, the local teleport_hook
runs AFTER placement (@0x004538AE).

THE THREE-ROUND DEFECT CHAIN, HONESTLY:
- Round 1 released the player at the pre-teleport position while the
  anim stream marched on — the contract wrongly assumed Place re-fires
  (process rule 1's third occurrence this campaign).
- Round 2's fix inferred commit from a global PendingCount, which three
  non-committing paths also clear — making the SAME bug complete
  cleanly and silently. Strictly worse than round 1: round 1 at least
  tripped portal-complete-before-materialized.
- Round 3 latches the commit where it actually happens
  (ReconcileAndAcknowledgePortal), keyed on reveal generation and
  teleport sequence, via TryConsumePortalCommit. Two of the three
  required regression tests landed and are sabotage-verified on both
  hosts (ParkedPlace_ForgottenByOrdinaryMergeDoesNotLatchAsCommitted /
  HeadlessPortalPrepareDestinationForgottenByOrdinaryMergeDoesNotLatchAsCommitted).
  The third (force-arm-takes-the-slot) was judged unnecessary on review:
  with the inference gone, PendingCount is only a "don't ask yet" guard
  at both gates, so a force operation occupying or vacating the slot no
  longer changes an input the commit decision reads — the case collapses
  into what the landed test already discriminates.

THE B2/P3 RESOLUTION: both round-2 reviews were right about different
branches of the same synchronous call. RuntimePlacementProjectionSubscription
.OnPlacement acknowledges the FIFO head only when TryApply returns true;
a Place whose portal authority went stale (transit ended/superseded
while parked) used to return false, wedging every later entity's
placement receipt behind it forever. Both sinks
(RuntimePlacementPresentationSink, HeadlessRuntimePlacementProjectionSink)
now acknowledge-and-ignore a stale-authority Place instead of refusing
it. The regression test (RuntimePlacementPresentationSinkTests
.PortalPlace_StaleTransitHostOrSequenceIsAcknowledgedAndIgnored) had
been asserting the old, wrong `false` behaviour; it now asserts and
sabotage-verifies the fix.

Also lands: AP-144 (register discipline — the portal movement-event
send reuses the stricter UsePositionFromServer gate where retail's
SendMovementEvent is the looser autonomy_level != 0 test, diverging
only at level 1, currently unreachable), AP-145 + issue #318 (the
local-player collision-shadow presentation write bypasses its own
publisher's ShadowObjects write via a direct cache .Set(), self-healing
only once dedup diverges — filed, not fixed, pending a composition
test), AD-42 deleted (its last citation retired by the canonical portal
arm), AD-2 updated (the wait-cue's trigger predicate now covers a
second cause), and two documentation corrections: the enter_world
misattribution (both call sites are in SmartBox::HandleCreateObject,
only one in the player branch — portal arrival is TeleportPlayer, not
enter_world) and the stale "local player never reaches this path"
comment on the generic-remote-render-pose write.

Suite: 11,090 passed / 4 skipped / 0 failed. No new skips, nothing
weakened.

STILL OWED: the connected two-client gate, with
ACDREAM_PROBE_LOCAL_TELEPORT=1, scored only if [local-tp] lines
actually appear in the capture — and explicitly NOT scored as covering
issue #318 (no composition test yet asserts PhysicsEngine.ShadowObjects
directly).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 03:57:37 +02:00

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using System.Buffers.Binary;
using System.Collections.Immutable;
using System.Net;
using System.Numerics;
using System.Reflection;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Headless.Configuration;
using AcDream.Headless.Credentials;
using AcDream.Headless.Diagnostics;
using AcDream.Headless.Hosting;
using AcDream.Headless.Platform;
using AcDream.Runtime;
using AcDream.Runtime.Entities;
using AcDream.Runtime.Gameplay;
using AcDream.Runtime.Physics;
using AcDream.Runtime.Session;
using AcDream.Runtime.World;
namespace AcDream.Headless.Tests;
public sealed class HeadlessSessionHostTests
{
[Fact]
public void SingleSessionStartsReconnectsAndConvergesWithoutPresentation()
{
var operations = new FixtureSessionOperations();
using var diagnosticsOutput = new StringWriter();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(diagnosticsOutput),
operations);
RuntimeSessionStartResult first = host.Start();
ulong firstGeneration = host.Runtime.Generation.Value;
host.Tick(0.015d);
RuntimeSessionStartResult second = host.Reconnect();
Assert.Equal(RuntimeSessionStartStatus.Connected, first.Status);
Assert.Equal(RuntimeSessionStartStatus.Connected, second.Status);
Assert.Equal(0x50000002u, first.CharacterId);
Assert.Equal("Headless", host.ActiveCharacterName);
Assert.True(host.Runtime.Session.IsInWorld);
Assert.True(host.Runtime.Generation.Value > firstGeneration);
Assert.Equal(2, operations.CreatedSessionCount);
Assert.Equal(1, operations.DisposedSessionCount);
host.Dispose();
Assert.Equal(2, operations.DisposedSessionCount);
Assert.True(host.Runtime.CaptureOwnership().IsConverged);
Assert.True(credential.IsDisposed);
string diagnostics = diagnosticsOutput.ToString();
Assert.Contains("\"state\":\"start-result\"", diagnostics);
Assert.DoesNotContain("password", diagnostics);
Assert.DoesNotContain("AcDream.App", diagnostics);
}
[Fact]
public async Task ProcessHostRunsUntilCancellationAndReturnsStableExitCode()
{
var configuration = new HeadlessConfiguration
{
Version = 1,
Sessions =
[
Descriptor(
HeadlessCredentialProviderKind.StandardInput,
"stdin-bot"),
],
};
HeadlessPathSet paths = HeadlessPathSet.Resolve(
new HeadlessPathOverrides());
using var diagnostics = new StringWriter();
var operations = new FixtureSessionOperations();
using var host = new HeadlessProcessHost(
configuration,
paths,
new System.IO.StringReader(
"process-password" + Environment.NewLine),
diagnostics,
operations);
using var cancellation = new CancellationTokenSource();
cancellation.Cancel();
HeadlessExitCode result =
await host.RunAsync(cancellation.Token);
Assert.Equal(HeadlessExitCode.Success, result);
Assert.True(host.Session.Runtime.Session.IsInWorld);
Assert.DoesNotContain(
"process-password",
diagnostics.ToString());
}
[Fact]
public async Task DirectCredentialsOverrideSingleConfiguredSession()
{
var configuration = new HeadlessConfiguration
{
Version = 1,
Sessions = [Descriptor()],
};
HeadlessPathSet paths = HeadlessPathSet.Resolve(
new HeadlessPathOverrides());
using var diagnostics = new StringWriter();
var operations = new FixtureSessionOperations();
using var host = new HeadlessProcessHost(
configuration,
paths,
TextReader.Null,
diagnostics,
operations,
directCredentials: new HeadlessDirectCredentials(
"direct-account",
"direct-secret"));
using var cancellation = new CancellationTokenSource();
cancellation.Cancel();
HeadlessExitCode result =
await host.RunAsync(cancellation.Token);
Assert.Equal(HeadlessExitCode.Success, result);
Assert.Equal("direct-account", operations.LastUser);
Assert.Equal("direct-secret", operations.LastPassword);
Assert.DoesNotContain(
"direct-secret",
diagnostics.ToString());
}
[Fact]
public void DirectFrameUsesSharedRetailOrderAndMovementCadence()
{
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations);
Assert.Equal(
RuntimeSessionStartStatus.Connected,
host.Start().Status);
HydrateGroundedPlayer(host.Runtime);
var sent = new List<(byte[] Body, double Time)>();
var trace = new RuntimeTraceRecorder();
using IDisposable subscription =
host.Runtime.Subscribe(trace);
operations.Sessions[^1].GameActionCapture =
body => sent.Add((
body,
host.Runtime.Clock.SimulationTimeSeconds));
RuntimeCommandResult intent = host.Commands.Movement.SetIntent(
host.Runtime.Generation,
new MovementInput(Forward: true, Run: true));
host.Tick(0.015d);
Assert.True(intent.Accepted);
Assert.Contains(
trace.Entries,
static entry =>
entry.Kind == RuntimeTraceKind.Movement);
Assert.Equal(
[
MoveToState.MoveToStateAction,
AutonomousPosition.AutonomousPositionAction,
],
sent.Select(static entry =>
ActionOpcode(entry.Body)).ToArray());
sent.Clear();
for (int index = 0; index < 70; index++)
host.Tick(0.015d);
(byte[] Body, double Time)[] positions = sent
.Where(static entry =>
ActionOpcode(entry.Body)
== AutonomousPosition.AutonomousPositionAction)
.ToArray();
Assert.InRange(positions.Length, 1, 2);
Assert.True(positions[^1].Time >= 1d);
if (positions.Length == 2)
{
Assert.True(
positions[1].Time - positions[0].Time >= 0.99d);
}
Assert.DoesNotContain(
sent,
entry => ActionOpcode(entry.Body)
== MoveToState.MoveToStateAction);
}
[Fact]
public void TeardownRetriesOnlyTheUnfinishedSuffix()
{
var operations = new FixtureSessionOperations();
var writer = new FailOnceTextWriter();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(writer),
operations);
Assert.Equal(
RuntimeSessionStartStatus.Connected,
host.Start().Status);
writer.FailNextWrite = true;
Assert.Throws<IOException>(host.Dispose);
Assert.Equal(1, operations.DisposedSessionCount);
host.Dispose();
Assert.Equal(1, operations.DisposedSessionCount);
Assert.True(host.Runtime.CaptureOwnership().IsConverged);
}
/// <summary>
/// B5(a) review fix: <see cref="HeadlessSessionEventRouteRetryPendingTests"/>
/// proved the underlying re-offer MECHANISM works, but hand-constructed
/// <see cref="HeadlessSessionEventRoute"/> directly and called
/// <c>route.RetryPending()</c> itself — it never touches
/// <see cref="HeadlessSessionHost.Tick"/>'s own
/// <c>_eventRoute?.RetryPending()</c> call. This test drives <c>Tick</c>
/// itself (via the <c>placementSinkOverride</c> test seam added for this
/// fix, mirroring the existing <c>policyOverride</c> parameter) so a
/// regression that deletes or reorders that exact line would fail HERE,
/// not just in the lower-level subscription test.
/// </summary>
[Fact]
public void TickRetriesAPreviouslyDeclinedPlacementThroughTheRealEventRoute()
{
const uint remote = 0x70004301u;
const uint landblock = 0xA9B40000u;
const uint cell = landblock | 0x0001u;
const float height = 6f;
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
var sink = new DecliningThenAcceptingPlacementSink();
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations,
placementSinkOverride: sink);
GameRuntime runtime = host.Runtime;
Assert.Equal(
RuntimeSessionStartStatus.Connected,
host.Start().Status);
runtime.EntityObjects.Physics.ObserveLocalWorldFrame(
cell, teleportAdvanced: false);
runtime.EntityObjects.Physics.SetPosition.BeginCollisionGeneration(
landblock, 1UL);
AddFlatLandblock(runtime.EntityObjects.Physics.Engine);
runtime.EntityObjects.Physics.SetPosition.CommitCollisionGeneration(
landblock, 1UL, ready: true);
RuntimeEntityRecord record = runtime.EntityObjects
.RegisterEntity(Spawn(remote, cell))
.Canonical!;
runtime.EntityObjects.Entities.SetFinalPhysicsState(
record, PhysicsStateFlags.Gravity);
runtime.EntityObjects.Entities.SetFullCell(
record, cell, landblock);
var body = new PhysicsBody
{
Position = new Vector3(10f, 10f, height),
Orientation = Quaternion.Identity,
LastUpdateTime = 1d,
State = PhysicsStateFlags.Gravity,
TransientState = TransientStateFlags.Active,
};
body.SnapToCell(cell, body.Position, body.Position);
runtime.EntityObjects.Entities.SetPhysicsBody(record, body);
record.ObjectClock.Activate();
runtime.EntityObjects.Physics.AcknowledgeSpatialProjection(
record, spatial: true);
RuntimeEntityPlacementToken token = runtime.EntityObjects.Physics
.SetPosition.TryBeginExclusiveAuthoredPlacement(
record,
record.PositionAuthorityVersion,
RuntimeSetPositionOperationKind.RemoteAuthoritative);
Assert.True(token.IsValid);
RuntimeSetPositionMoverPreparationStatus status = runtime.EntityObjects
.Physics.SetPosition.TryPrepareAndSubmitAuthoredPlacement(
record,
token,
RuntimeSetPositionOperationKind.RemoteAuthoritative,
PhysicsSetPositionFlags.Teleport | PhysicsSetPositionFlags.Slide,
new LoadedSetupCollisionSource(),
gameTime: runtime.Clock.SimulationTimeSeconds,
out RuntimeSetPositionOutcome outcome,
resolveWorldOffsetFromRuntimeFrame: true);
Assert.Equal(RuntimeSetPositionMoverPreparationStatus.Prepared, status);
Assert.Equal(
RuntimeSetPositionStatus.CommittedHostAcknowledgementPending,
outcome.Status);
// The production HeadlessSessionEventRoute's subscription attached
// during host.Start() already observed this Place synchronously —
// the fake sink is still declining, so it must remain unacknowledged.
Assert.Equal(1, sink.CallCount);
Assert.True(
runtime.EntityObjects.Physics.SetPosition.TryPeekProjection(
out _));
// The sink starts accepting (mirrors a landblock finishing streaming
// in) — driving ONE real host tick is what must re-offer the head,
// through Tick's own wiring, not a hand-built route.
sink.Accept = true;
host.Tick(0.015d);
Assert.Equal(2, sink.CallCount);
Assert.False(
runtime.EntityObjects.Physics.SetPosition.TryPeekProjection(
out _));
}
private sealed class DecliningThenAcceptingPlacementSink
: IRuntimePlacementProjectionSink
{
internal int CallCount { get; private set; }
internal bool Accept { get; set; }
public bool TryApply(in RuntimePlacementProjectionSnapshot projection)
{
CallCount++;
return Accept;
}
}
[Fact]
public void WorldProjectionHydratesCanonicalMovementAndTeleportState()
{
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations);
GameRuntime runtime = host.Runtime;
// C3c: conductor-driven flow — a live generation admits the initial
// residence, the flat landblock's collision generation commits, and
// the world projection's pump drives the local first-entry conductor
// to completion (the deleted SynchronizeLocalPlayer hand-copy's
// replacement).
Assert.Equal(
RuntimeSessionStartStatus.Connected,
host.Start().Status);
const uint player = 0x50000002u;
runtime.PlayerIdentity.ServerGuid = player;
runtime.EntityObjects.Physics.SetPosition.BeginCollisionGeneration(
0xA9B40000u, 1UL);
AddFlatLandblock(runtime.EntityObjects.Physics.Engine);
runtime.EntityObjects.Physics.SetPosition.CommitCollisionGeneration(
0xA9B40000u, 1UL, ready: true);
AcDream.Runtime.Session.RuntimeFirstEntryDriveController firstEntry =
CreateFirstEntryDrive(runtime);
RuntimeEntityRecord record = runtime.EntityObjects
.RegisterEntityWithInitialResidence(Spawn(player), isLocalPlayer: true)
.Canonical!;
Assert.True(runtime.EntityObjects.ApplyAcceptedSpawn(
record,
record.CreateIntegrationVersion,
record.Snapshot,
replaceGeneration: false));
var collision = new FixtureCollisionNeighborhood();
// R5/A7 review fix (2026-08-05): the drive controller is now wired
// (was omitted in the first pass, leaving the canonical portal arm
// a no-op by construction here and dual-host parity with zero
// coverage). Mirrors production composition
// (HeadlessSessionHost.cs's own construction order): the SAME
// RuntimeAcceptedPositionDriveController drives both hosts through
// the identical TryExecuteAcceptedPortalArrival entry point.
RuntimeAcceptedPositionDriveController acceptedPositionDrive =
CreateAcceptedPositionDrive(runtime);
var projection = new HeadlessSessionWorldProjection(
runtime,
collision,
firstEntry,
acceptedPositionDrive);
projection.ProjectSpawn(record, isLocalPlayer: true);
PlayerMovementController controller =
Assert.IsType<PlayerMovementController>(
runtime.MovementOwner.Controller);
controller.SetPosition(
new Vector3(48f, 49f, 50f),
0xA9B40001u);
projection.ProjectPosition(
record,
isLocalPlayer: true,
PositionTimestampDisposition.Apply);
Assert.Same(controller, runtime.MovementOwner.Controller);
Assert.Equal(record.LocalEntityId, controller.LocalEntityId);
Assert.Equal(new Vector3(48f, 49f, 50f), controller.Position);
Assert.Equal(
0xA9B40000u,
controller.CellId & 0xFFFF0000u);
Assert.True((controller.CellId & 0xFFFFu) < 0x0100u);
projection.BeginTeleport();
Assert.Equal(PlayerState.PortalSpace, controller.State);
// R5/A7: the destination cell 0xA9B40001 is in the SAME landblock
// (0xA9B40000) whose collision generation the test already
// committed above, so the canonical portal arm resolves
// Committed synchronously - no DeferredCell park needed to exercise
// the real headless placement path. A1's headless retry loop
// (RuntimeLiveEntitySessionController.PumpPortalCompletion) is
// covered separately by
// HeadlessPortalDeferredCellCommitsOnPumpAfterCollisionGenerationWake
// below.
RuntimeDestinationReadiness readiness =
projection.PrepareDestination(
revealGeneration: 7,
new RuntimeTeleportDestination(
player,
InstanceSequence: 1,
PositionSequence: 2,
TeleportSequence: 1,
ForcePositionSequence: 0,
new Position(
0xA9B40001u,
new Vector3(96f, 97f, 50f),
Quaternion.Identity)),
// R5/A7: a real, valid token - `default` was fine for the
// old no-op arm but RuntimePortalPlacementAuthority.IsValid
// now genuinely gates TryExecuteAcceptedPortalArrival on it.
new RuntimeWorldHostProjectionToken(7, 0xA9B40001u));
Assert.True(readiness.IsCollisionReady);
Assert.False(readiness.IsUnhydratable);
Assert.Equal(PlayerState.InWorld, controller.State);
Assert.Equal(2, collision.CenterCount);
Assert.Equal(0xA9B40001u, collision.LastCell);
// A4/dual-host parity: the canonical placement actually committed -
// the body moved to the destination Position, not just the
// collision-neighborhood bookkeeping that CenterCount/LastCell
// alone would have proven even with the earlier no-op arm. Z
// settles 0.005 above the wire value (the foot sphere's bottom
// sits at origin + 0.475 - 0.48, LoadedSetupCollisionSource's own
// doc comment, ISSUES.md #285) - X/Y are exact, Z is asserted
// within that settle tolerance.
Assert.Equal(96f, controller.Position.X);
Assert.Equal(97f, controller.Position.Y);
Assert.Equal(50f, controller.Position.Z, 0.01f);
// The resolved outdoor sub-cell index is derived from X/Y within
// the landblock (not the wire placeholder 0xA9B40001), same as the
// FIRST ProjectPosition assertion above (":406-409") only checks
// landblock+indoor-vs-outdoor, not the exact sub-cell.
Assert.Equal(0xA9B40000u, controller.CellId & 0xFFFF0000u);
Assert.True((controller.CellId & 0xFFFFu) < 0x0100u);
}
/// <summary>
/// A1/R5/A7 review fix (2026-08-05): headless has no per-frame anim
/// sequencer the way the graphical host does, so its OWN equivalent of
/// A1's "hold until committed" mechanism is
/// <c>HeadlessSessionWorldProjection.PrepareDestination</c>'s
/// <c>_awaitingPortalWake</c> polling. This proves it end to end: a
/// destination in a landblock whose collision generation is NOT yet
/// committed parks (<c>IsCollisionReady: false</c>, body unmoved, no
/// throw — DeferredCell is a normal headless outcome per
/// <c>PrepareDestination</c>'s own doc), and once the destination
/// landblock's collision generation commits, the SAME park resolves on
/// a later attempt WITHOUT a second concurrent Begin (Runtime's own
/// Begin would refuse that with Contention if this class re-attempted
/// blindly instead of polling <c>PendingCount</c>).
/// </summary>
[Fact]
public void HeadlessPortalPrepareDestinationParksThenCommitsOnCollisionGenerationWake()
{
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations);
GameRuntime runtime = host.Runtime;
Assert.Equal(
RuntimeSessionStartStatus.Connected,
host.Start().Status);
const uint player = 0x50000009u;
const uint destinationLandblock = 0xAAB40000u;
runtime.PlayerIdentity.ServerGuid = player;
runtime.EntityObjects.Physics.SetPosition.BeginCollisionGeneration(
0xA9B40000u, 1UL);
AddFlatLandblock(runtime.EntityObjects.Physics.Engine);
runtime.EntityObjects.Physics.SetPosition.CommitCollisionGeneration(
0xA9B40000u, 1UL, ready: true);
AcDream.Runtime.Session.RuntimeFirstEntryDriveController firstEntry =
CreateFirstEntryDrive(runtime);
RuntimeEntityRecord record = runtime.EntityObjects
.RegisterEntityWithInitialResidence(Spawn(player), isLocalPlayer: true)
.Canonical!;
Assert.True(runtime.EntityObjects.ApplyAcceptedSpawn(
record,
record.CreateIntegrationVersion,
record.Snapshot,
replaceGeneration: false));
var collision = new FixtureCollisionNeighborhood();
RuntimeAcceptedPositionDriveController acceptedPositionDrive =
CreateAcceptedPositionDrive(runtime);
var projection = new HeadlessSessionWorldProjection(
runtime,
collision,
firstEntry,
acceptedPositionDrive);
projection.ProjectSpawn(record, isLocalPlayer: true);
PlayerMovementController controller =
Assert.IsType<PlayerMovementController>(
runtime.MovementOwner.Controller);
controller.SetPosition(
new Vector3(48f, 49f, 50f),
0xA9B40001u);
projection.ProjectPosition(
record,
isLocalPlayer: true,
PositionTimestampDisposition.Apply);
projection.BeginTeleport();
var destination = new RuntimeTeleportDestination(
player,
InstanceSequence: 1,
PositionSequence: 2,
TeleportSequence: 1,
ForcePositionSequence: 0,
new Position(
destinationLandblock | 0x0001u,
new Vector3(10f, 10f, 50f),
Quaternion.Identity));
var projectionToken = new RuntimeWorldHostProjectionToken(
7, destinationLandblock | 0x0001u);
// Begin's own portal-vs-latest-cell gate (D-T5) requires the
// destination's landblock to match the record's LATEST MERGED
// Position, not just the transit's retained destination - mirror
// what the real inbound Position handler already does before
// TryCompletePortal ever runs (LiveEntityNetworkUpdateController's
// App-side equivalent).
Assert.True(runtime.EntityObjects.TryApplyPosition(
new WorldSession.EntityPositionUpdate(
player,
new CreateObject.ServerPosition(
destination.Position.ObjCellId,
destination.Position.Frame.Origin.X,
destination.Position.Frame.Origin.Y,
destination.Position.Frame.Origin.Z,
destination.Position.Frame.Orientation.W,
destination.Position.Frame.Orientation.X,
destination.Position.Frame.Orientation.Y,
destination.Position.Frame.Orientation.Z),
Velocity: null,
PlacementId: null,
IsGrounded: true,
InstanceSequence: 1,
PositionSequence: 3,
TeleportSequence: destination.TeleportSequence,
ForcePositionSequence: 0),
isLocalPlayer: true,
forcePositionRotation: Quaternion.Identity,
currentLocalVelocity: Vector3.Zero,
acknowledgeProjection: null,
out _,
out _,
out _));
// First attempt: destinationLandblock's collision generation was
// never begun/committed, so the canonical arm parks DeferredCell.
// Must NOT throw (a park is normal, not an error). The dormant
// stage (RuntimeSetPositionState's SubmitPreparedPlacementCore
// deferred-commit path) already stages the body's Position/CellId
// at the destination while it waits (StageDormantCellFrame,
// body.InWorld=false) - the reader-visible Position moving early is
// that mechanism, not evidence the placement committed; only
// PlayerState/IsCollisionReady distinguish "staged" from
// "committed" here.
RuntimeDestinationReadiness parked = projection.PrepareDestination(
revealGeneration: 7, destination, projectionToken);
Assert.False(parked.IsCollisionReady);
Assert.Equal(PlayerState.PortalSpace, controller.State);
// A SECOND attempt while still parked must not double-Begin -
// Runtime's own Begin would refuse a genuine second attempt with
// Contention, but PrepareDestination's _awaitingPortalWake polls
// PendingCount instead of re-attempting, so this must also report
// not-ready without throwing.
RuntimeDestinationReadiness stillParked =
projection.PrepareDestination(
revealGeneration: 7, destination, projectionToken);
Assert.False(stillParked.IsCollisionReady);
// Commit the destination landblock's collision generation and pump
// the drive's wake (mirrors HeadlessSessionHost.Tick's own
// PumpFirstEntry -> _acceptedPositionDrive.Advance() ordering).
runtime.EntityObjects.Physics.SetPosition.BeginCollisionGeneration(
destinationLandblock, 1UL);
var heights = new byte[81];
Array.Fill(heights, (byte)50);
var heightTable = new float[256];
for (int index = 0; index < heightTable.Length; index++)
heightTable[index] = index;
runtime.EntityObjects.Physics.Engine.AddLandblock(
destinationLandblock,
new TerrainSurface(heights, heightTable),
[],
[],
worldOffsetX: 0f,
worldOffsetY: 0f);
runtime.EntityObjects.Physics.SetPosition.CommitCollisionGeneration(
destinationLandblock, 1UL, ready: true);
// RuntimeAcceptedPositionDriveControllerTests.CommitLandblockCollision's
// exact proven-working shape: the wake path's
// resolveWorldOffsetFromRuntimeFrame requires the destination
// landblock's world-frame offset to already be resolvable.
runtime.EntityObjects.Physics.ObserveLocalWorldFrame(
destinationLandblock | 0x0001u,
teleportAdvanced: false);
// Drain the placement projection FIFO AFTER committing (exact order
// from RuntimeAcceptedPositionDriveControllerTests.DrainPlacementFifo's
// call site: commit collision -> drain FIFO -> Advance) - the
// deferred park's Withdraw notification is published as part of the
// collision-generation commit, not before it.
while (runtime.EntityObjects.Physics.SetPosition.TryPeekProjection(
out RuntimePlacementProjectionSnapshot head))
{
if (!runtime.EntityObjects.Physics.SetPosition
.AcknowledgeProjection(head.Token))
{
break;
}
}
acceptedPositionDrive.Advance();
RuntimeDestinationReadiness committed =
projection.PrepareDestination(
revealGeneration: 7, destination, projectionToken);
Assert.True(committed.IsCollisionReady);
Assert.Equal(PlayerState.InWorld, controller.State);
Assert.Equal(10f, controller.Position.X);
Assert.Equal(10f, controller.Position.Y);
Assert.Equal(destinationLandblock, controller.CellId & 0xFFFF0000u);
}
/// <summary>
/// B1 review fix (2026-08-05): headless's required test #2 — the same
/// unsound-commit-inference defect
/// <see cref="HeadlessPortalPrepareDestinationParksThenCommitsOnCollisionGenerationWake"/>
/// proves the HAPPY path for, exercised on the FORGOTTEN path instead. A
/// DeferredCell park killed by an ordinary, unrelated accepted Position
/// merge (exactly the ACE 5-10 Hz broadcast <c>RuntimeSetPositionState</c>'s
/// own doc names as the expected way a far-destination park resolves
/// without committing) must leave <c>PrepareDestination</c> reporting
/// NOT ready, <see cref="PlayerState.PortalSpace"/> unchanged, and the
/// body never moved to the destination - before the fix,
/// <c>PendingCount</c> hitting 0 made <c>PrepareDestination</c> infer
/// "committed" and run the full readiness/materialize/LoginComplete
/// sequence against an unmoved body.
/// </summary>
[Fact]
public void HeadlessPortalPrepareDestinationForgottenByOrdinaryMergeDoesNotLatchAsCommitted()
{
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations);
GameRuntime runtime = host.Runtime;
Assert.Equal(
RuntimeSessionStartStatus.Connected,
host.Start().Status);
const uint player = 0x50000009u;
const uint destinationLandblock = 0xAAB40000u;
runtime.PlayerIdentity.ServerGuid = player;
runtime.EntityObjects.Physics.SetPosition.BeginCollisionGeneration(
0xA9B40000u, 1UL);
AddFlatLandblock(runtime.EntityObjects.Physics.Engine);
runtime.EntityObjects.Physics.SetPosition.CommitCollisionGeneration(
0xA9B40000u, 1UL, ready: true);
AcDream.Runtime.Session.RuntimeFirstEntryDriveController firstEntry =
CreateFirstEntryDrive(runtime);
RuntimeEntityRecord record = runtime.EntityObjects
.RegisterEntityWithInitialResidence(Spawn(player), isLocalPlayer: true)
.Canonical!;
Assert.True(runtime.EntityObjects.ApplyAcceptedSpawn(
record,
record.CreateIntegrationVersion,
record.Snapshot,
replaceGeneration: false));
var collision = new FixtureCollisionNeighborhood();
RuntimeAcceptedPositionDriveController acceptedPositionDrive =
CreateAcceptedPositionDrive(runtime);
var projection = new HeadlessSessionWorldProjection(
runtime,
collision,
firstEntry,
acceptedPositionDrive);
projection.ProjectSpawn(record, isLocalPlayer: true);
PlayerMovementController controller =
Assert.IsType<PlayerMovementController>(
runtime.MovementOwner.Controller);
controller.SetPosition(
new Vector3(48f, 49f, 50f),
0xA9B40001u);
projection.ProjectPosition(
record,
isLocalPlayer: true,
PositionTimestampDisposition.Apply);
projection.BeginTeleport();
var destination = new RuntimeTeleportDestination(
player,
InstanceSequence: 1,
PositionSequence: 2,
TeleportSequence: 1,
ForcePositionSequence: 0,
new Position(
destinationLandblock | 0x0001u,
new Vector3(10f, 10f, 50f),
Quaternion.Identity));
var projectionToken = new RuntimeWorldHostProjectionToken(
7, destinationLandblock | 0x0001u);
Assert.True(runtime.EntityObjects.TryApplyPosition(
new WorldSession.EntityPositionUpdate(
player,
new CreateObject.ServerPosition(
destination.Position.ObjCellId,
destination.Position.Frame.Origin.X,
destination.Position.Frame.Origin.Y,
destination.Position.Frame.Origin.Z,
destination.Position.Frame.Orientation.W,
destination.Position.Frame.Orientation.X,
destination.Position.Frame.Orientation.Y,
destination.Position.Frame.Orientation.Z),
Velocity: null,
PlacementId: null,
IsGrounded: true,
InstanceSequence: 1,
PositionSequence: 3,
TeleportSequence: destination.TeleportSequence,
ForcePositionSequence: 0),
isLocalPlayer: true,
forcePositionRotation: Quaternion.Identity,
currentLocalVelocity: Vector3.Zero,
acknowledgeProjection: null,
out _,
out _,
out _));
// First attempt: destinationLandblock's collision generation was
// never begun/committed, so the canonical arm parks DeferredCell.
RuntimeDestinationReadiness parked = projection.PrepareDestination(
revealGeneration: 7, destination, projectionToken);
Assert.False(parked.IsCollisionReady);
Assert.Equal(PlayerState.PortalSpace, controller.State);
Assert.Equal(1, acceptedPositionDrive.PendingCount);
// An ordinary, UNRELATED accepted Position for the same entity - no
// new teleport, just a normal broadcast at the SAME already-accepted
// teleport sequence - Forgets the parked operation the same way
// ACE's 5-10 Hz cadence would (RuntimeSetPositionState.Forget, called
// from TryApplyPosition for every accepted, non-Rejected Position).
Assert.True(runtime.EntityObjects.TryApplyPosition(
new WorldSession.EntityPositionUpdate(
player,
new CreateObject.ServerPosition(
0x20210001u, 48f, 49f, 50f, 1f, 0f, 0f, 0f),
Velocity: null,
PlacementId: null,
IsGrounded: true,
InstanceSequence: 1,
PositionSequence: 4,
TeleportSequence: destination.TeleportSequence,
ForcePositionSequence: 0),
isLocalPlayer: true,
forcePositionRotation: Quaternion.Identity,
currentLocalVelocity: Vector3.Zero,
acknowledgeProjection: null,
out _,
out _,
out _));
// Forget (inside TryApplyPosition) cancels the underlying
// RuntimeSetPositionState operation immediately, but the drive's OWN
// _pending cache only notices on its next Advance() pump - the real
// host does this every HeadlessSessionHost.Tick via PumpFirstEntry;
// the test drives it explicitly, same as the App-level equivalent.
acceptedPositionDrive.Advance();
Assert.Equal(0, acceptedPositionDrive.PendingCount);
// Drive well past where the pre-fix inference would have latched
// "committed" on the very next PrepareDestination call and then
// marched to the full readiness/materialize/LoginComplete sequence.
for (int i = 0; i < 10; i++)
{
RuntimeDestinationReadiness stillNotReady =
projection.PrepareDestination(
revealGeneration: 7, destination, projectionToken);
Assert.False(stillNotReady.IsCollisionReady);
}
Assert.Equal(PlayerState.PortalSpace, controller.State);
}
[Fact]
public void WorldProjectionIgnoresNormalEchoButBlipsForcePosition()
{
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations);
GameRuntime runtime = host.Runtime;
// C3c: conductor-driven flow — a live generation admits the initial
// residence, the flat landblock's collision generation commits, and
// the world projection's pump drives the local first-entry conductor
// to completion (the deleted SynchronizeLocalPlayer hand-copy's
// replacement).
Assert.Equal(
RuntimeSessionStartStatus.Connected,
host.Start().Status);
const uint player = 0x50000003u;
runtime.PlayerIdentity.ServerGuid = player;
runtime.EntityObjects.Physics.SetPosition.BeginCollisionGeneration(
0xA9B40000u, 1UL);
AddFlatLandblock(runtime.EntityObjects.Physics.Engine);
runtime.EntityObjects.Physics.SetPosition.CommitCollisionGeneration(
0xA9B40000u, 1UL, ready: true);
AcDream.Runtime.Session.RuntimeFirstEntryDriveController firstEntry =
CreateFirstEntryDrive(runtime);
RuntimeEntityRecord record = runtime.EntityObjects
.RegisterEntityWithInitialResidence(Spawn(player), isLocalPlayer: true)
.Canonical!;
Assert.True(runtime.EntityObjects.ApplyAcceptedSpawn(
record,
record.CreateIntegrationVersion,
record.Snapshot,
replaceGeneration: false));
var collision = new FixtureCollisionNeighborhood();
var projection = new HeadlessSessionWorldProjection(
runtime,
collision,
firstEntry);
projection.ProjectSpawn(record, isLocalPlayer: true);
PlayerMovementController controller =
Assert.IsType<PlayerMovementController>(
runtime.MovementOwner.Controller);
controller.SetPosition(
new Vector3(48f, 49f, 50f),
0xA9B40001u);
projection.ProjectPosition(
record,
isLocalPlayer: true,
PositionTimestampDisposition.Apply);
Assert.Equal(new Vector3(48f, 49f, 50f), controller.Position);
var force = new WorldSession.EntityPositionUpdate(
player,
record.Snapshot.Position!.Value with
{
PositionX = 72f,
PositionY = 73f,
},
Velocity: null,
PlacementId: null,
IsGrounded: true,
InstanceSequence: 1,
PositionSequence: 2,
TeleportSequence: 0,
ForcePositionSequence: 1);
Assert.True(runtime.EntityObjects.TryApplyPosition(
force,
isLocalPlayer: true,
forcePositionRotation: Quaternion.Identity,
currentLocalVelocity: controller.BodyVelocity,
acknowledgeProjection: null,
out PositionTimestampDisposition disposition,
out _,
out AcceptedPhysicsTimestamps timestamps));
Assert.Equal(
PositionTimestampDisposition.ForcePosition,
disposition);
// C4 route 2 (2026-08-03): a ForcePosition on the local player no
// longer routes through HeadlessSessionWorldProjection.ProjectPosition
// at all — RuntimeLiveEntitySessionController.OnPositionUpdated
// dispatches it directly to RuntimeAcceptedPositionDriveController
// instead (the deleted BlipLocalPlayer's replacement), but R2 review
// fix (2026-08-03): it re-centers the collision neighborhood on the
// destination FIRST — the deleted BlipLocalPlayer's own CenterOn
// side effect, restored via CenterOnAcceptedForcePosition, because a
// DeferredCell park this neighborhood's window can never publish is
// a dead end, not a real park
// (RuntimeAcceptedPositionDriveController.Advance's R1 doc comment).
projection.CenterOnAcceptedForcePosition(record);
RuntimeAcceptedPositionDriveController acceptedPositionDrive =
CreateAcceptedPositionDrive(runtime);
RuntimeAcceptedPositionExecutionStatus forceStatus =
acceptedPositionDrive.TryExecuteAcceptedLocalPosition(
record,
force,
disposition,
timestamps,
timestamps.PreviousTeleport);
Assert.Equal(
RuntimeAcceptedPositionExecutionStatus.Committed,
forceStatus);
// R7 review fix (2026-08-03): Z is 50.005f — within 5 mm of the
// wire's bare 50f — NOT 50.48f. The dat-exact human Setup's foot
// sphere is (0,0,0.475) r=.48 (LoadedSetupCollisionSource above);
// its bottom sits at origin + 0.475 0.48 = origin 0.005, so a
// settled origin lands 0.005 m ABOVE the floor it rests on (measured
// empirically against this exact fixture), not a full sphere RADIUS
// above it. Retail's BlipPlayer (CPhysicsObj::SetPositionSimple
// @0x005162B0, called from SmartBox::BlipPlayer @0x00453940) has
// never lifted the origin by a sphere radius — the C4-route-2 FIRST
// implementation pass (uncommitted; this file asserts a bare 50f at
// HEAD, never 50.48f) had fitted a 50.48f assertion to a dummy
// fixture sphere whose offset happened to equal its own radius, not
// to retail behavior. The comment it carried described the sphere's
// CENTRE, then wrongly asserted that description about
// controller.Position, which is the body's ORIGIN
// (PlayerMovementController.cs -> PhysicsBody.cs Position), not the
// sphere centre.
Assert.Equal(new Vector3(72f, 73f, 50.005f), controller.Position);
// CenterCount is 2: ProjectSpawn's initial centering plus the
// ForcePosition's own re-centering above (R2's restored mechanism).
Assert.Equal(2, collision.CenterCount);
}
/// <summary>
/// C3c-R1 review F7: a remote Create whose landblock lies outside the
/// bounded collision neighborhood's service window can never see its
/// deferred placement's collision-generation wake — left alone it would
/// pin its residence (and the drive's pending entry) for the whole
/// session. The host converts it to the celless completion route before
/// the pump: the residence completes with FullCell 0, the accepted wire
/// frame stays on the canonical snapshot (the exact pre-flip
/// accepted-frame behavior for far remotes), and every ledger converges.
/// </summary>
[Fact]
public void FarRemoteCreateCompletesCelllessWithoutPinningItsResidence()
{
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations);
GameRuntime runtime = host.Runtime;
Assert.Equal(
RuntimeSessionStartStatus.Connected,
host.Start().Status);
const uint player = 0x5000000Bu;
runtime.PlayerIdentity.ServerGuid = player;
runtime.EntityObjects.Physics.SetPosition.BeginCollisionGeneration(
0xA9B40000u, 1UL);
AddFlatLandblock(runtime.EntityObjects.Physics.Engine);
runtime.EntityObjects.Physics.SetPosition.CommitCollisionGeneration(
0xA9B40000u, 1UL, ready: true);
AcDream.Runtime.Session.RuntimeFirstEntryDriveController firstEntry =
CreateFirstEntryDrive(runtime);
var collision = new FixtureCollisionNeighborhood();
var projection = new HeadlessSessionWorldProjection(
runtime,
collision,
firstEntry);
RuntimeEntityRecord playerRecord = runtime.EntityObjects
.RegisterEntityWithInitialResidence(Spawn(player), isLocalPlayer: true)
.Canonical!;
Assert.True(runtime.EntityObjects.ApplyAcceptedSpawn(
playerRecord,
playerRecord.CreateIntegrationVersion,
playerRecord.Snapshot,
replaceGeneration: false));
projection.ProjectSpawn(playerRecord, isLocalPlayer: true);
const uint farRemote = 0x70000010u;
const uint farCell = 0x00010001u;
Assert.False(collision.IsWithinServiceWindow(farCell));
RuntimeEntityRecord remote = runtime.EntityObjects
.RegisterEntityWithInitialResidence(
Spawn(farRemote, farCell),
isLocalPlayer: false)
.Canonical!;
Assert.True(runtime.EntityObjects.ApplyAcceptedSpawn(
remote,
remote.CreateIntegrationVersion,
remote.Snapshot,
replaceGeneration: false));
projection.ProjectSpawn(remote, isLocalPlayer: false);
// Celless completion: no pinned residence, FullCell stays 0, the
// accepted wire frame survives on the canonical snapshot.
Assert.False(runtime.EntityObjects.TryGetInitialCreateResidence(
remote,
out _));
Assert.Equal(0u, remote.FullCellId);
Assert.Equal(
farCell,
remote.Snapshot.Position!.Value.LandblockId);
RuntimeEntityObjectOwnershipSnapshot ownership =
runtime.EntityObjects.CaptureOwnership();
Assert.Equal(0, ownership.InitialCreateResidenceLeaseCount);
Assert.Equal(0, ownership.FirstEntryDrivePendingCount);
Assert.Equal(0, firstEntry.PendingCount);
// Draining the placement FIFO the way the host subscription would
// converges the completion-receipt ledger too.
while (runtime.EntityObjects.Physics.SetPosition.TryPeekProjection(
out RuntimePlacementProjectionSnapshot head))
{
if (!runtime.EntityObjects.Physics.SetPosition
.AcknowledgeProjection(head.Token))
{
break;
}
}
Assert.Equal(
0,
runtime.EntityObjects.CaptureOwnership()
.PendingCompletionReceiptCount);
}
[Fact]
public void PlacementReceiptValidationDoesNotRegainMovementOrPhysicsAuthority()
{
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations);
GameRuntime runtime = host.Runtime;
// C3c: conductor-driven flow — a live generation admits the initial
// residence, the flat landblock's collision generation commits, and
// the world projection's pump drives the local first-entry conductor
// to completion (the deleted SynchronizeLocalPlayer hand-copy's
// replacement).
Assert.Equal(
RuntimeSessionStartStatus.Connected,
host.Start().Status);
const uint player = 0x50000004u;
runtime.PlayerIdentity.ServerGuid = player;
runtime.EntityObjects.Physics.SetPosition.BeginCollisionGeneration(
0xA9B40000u, 1UL);
AddFlatLandblock(runtime.EntityObjects.Physics.Engine);
runtime.EntityObjects.Physics.SetPosition.CommitCollisionGeneration(
0xA9B40000u, 1UL, ready: true);
AcDream.Runtime.Session.RuntimeFirstEntryDriveController firstEntry =
CreateFirstEntryDrive(runtime);
RuntimeEntityRecord record = runtime.EntityObjects
.RegisterEntityWithInitialResidence(Spawn(player), isLocalPlayer: true)
.Canonical!;
Assert.True(runtime.EntityObjects.ApplyAcceptedSpawn(
record,
record.CreateIntegrationVersion,
record.Snapshot,
replaceGeneration: false));
var directProjection = new HeadlessSessionWorldProjection(
runtime,
new FixtureCollisionNeighborhood(),
firstEntry);
directProjection.ProjectSpawn(record, isLocalPlayer: true);
PlayerMovementController controller = Assert.IsType<
PlayerMovementController>(runtime.MovementOwner.Controller);
Vector3 positionBefore = controller.Position;
Quaternion orientationBefore = controller.BodyOrientation;
RuntimePhysicsOwnershipSnapshot physicsBefore =
runtime.EntityObjects.Physics.CaptureOwnership();
RuntimePlacementProjectionSnapshot receipt = Placement(
runtime,
record,
RuntimePlacementProjectionKind.Place,
new Vector3(600f, 601f, 602f),
Quaternion.CreateFromAxisAngle(Vector3.UnitY, 1.2f));
var receiptSink = new HeadlessRuntimePlacementProjectionSink(runtime);
Assert.True(receiptSink.TryApply(in receipt));
Assert.Equal(positionBefore, controller.Position);
Assert.Equal(orientationBefore, controller.BodyOrientation);
Assert.Equal(
physicsBefore,
runtime.EntityObjects.Physics.CaptureOwnership());
}
[Fact]
public void PlacementReceiptUsesExactIncarnationAndDiscardIsAckOnly()
{
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations);
GameRuntime runtime = host.Runtime;
RuntimeEntityRecord record = runtime.EntityObjects
.RegisterEntity(Spawn(0x50000005u))
.Canonical!;
Assert.True(runtime.EntityObjects.ApplyAcceptedSpawn(
record,
record.CreateIntegrationVersion,
record.Snapshot,
replaceGeneration: false));
var projection = new HeadlessRuntimePlacementProjectionSink(runtime);
RuntimePlacementProjectionSnapshot place = Placement(
runtime,
record,
RuntimePlacementProjectionKind.Place,
Vector3.One,
Quaternion.Identity);
RuntimePlacementProjectionSnapshot stale = place with
{
Token = place.Token with
{
Entity = place.Token.Entity with
{
Incarnation = unchecked((ushort)(
place.Token.Entity.Incarnation + 1)),
},
},
};
RuntimePlacementProjectionSnapshot discard = stale with
{
Kind = RuntimePlacementProjectionKind.Discard,
Token = stale.Token with
{
SessionLifetimeVersion = ulong.MaxValue,
},
};
Assert.False(projection.TryApply(in stale));
Assert.True(projection.TryApply(in discard));
}
[Fact]
public void ExecutorCompletedReceiptIsAcknowledgeOnlyRegardlessOfRecordValidity()
{
// F1: mirrors PlacementReceiptUsesExactIncarnationAndDiscardIsAckOnly's
// stale-token half - proves ExecutorCompleted is acknowledged
// unconditionally (never gated by the record-lookup/portal-shape
// checks Place/Withdraw depend on), so a genuinely stale/mismatched
// token can never wedge the FIFO behind it.
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations);
GameRuntime runtime = host.Runtime;
RuntimeEntityRecord record = runtime.EntityObjects
.RegisterEntity(Spawn(0x50000006u))
.Canonical!;
Assert.True(runtime.EntityObjects.ApplyAcceptedSpawn(
record,
record.CreateIntegrationVersion,
record.Snapshot,
replaceGeneration: false));
var sink = new HeadlessRuntimePlacementProjectionSink(runtime);
RuntimePlacementProjectionSnapshot completion = Placement(
runtime,
record,
RuntimePlacementProjectionKind.ExecutorCompleted,
Vector3.One,
Quaternion.Identity);
RuntimePlacementProjectionSnapshot stale = completion with
{
Token = completion.Token with
{
Entity = completion.Token.Entity with
{
Incarnation = unchecked((ushort)(
completion.Token.Entity.Incarnation + 1)),
},
SessionLifetimeVersion = ulong.MaxValue,
},
};
Assert.True(sink.TryApply(in completion));
Assert.True(sink.TryApply(in stale));
}
[Fact]
public void SessionEventRouteOwnsOneObserverAndUnsubscribesBeforeNetworkDetach()
{
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations);
GameRuntime runtime = host.Runtime;
int subscriberCountDuringDetach = -1;
var inner = new FixtureEventRoute(
onDispose: () => subscriberCountDuringDetach =
runtime.EntityObjects.Events.PlacementSubscriberCount);
var placements = new HeadlessRuntimePlacementProjectionSink(runtime);
var route = new HeadlessSessionEventRoute(
inner,
runtime,
placements);
Assert.Equal(
0,
runtime.EntityObjects.Events.PlacementSubscriberCount);
route.Attach();
route.Attach();
Assert.Equal(
1,
runtime.EntityObjects.Events.PlacementSubscriberCount);
Assert.Equal(1, inner.AttachCount);
route.Dispose();
route.Dispose();
Assert.Equal(0, subscriberCountDuringDetach);
Assert.Equal(
0,
runtime.EntityObjects.Events.PlacementSubscriberCount);
Assert.Equal(1, inner.DisposeCount);
}
[Fact]
public void ReplacementSessionEventRouteGetsOneFreshObserver()
{
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations);
GameRuntime runtime = host.Runtime;
var placements = new HeadlessRuntimePlacementProjectionSink(runtime);
var first = new HeadlessSessionEventRoute(
new FixtureEventRoute(),
runtime,
placements);
first.Attach();
Assert.Equal(
1,
runtime.EntityObjects.Events.PlacementSubscriberCount);
first.Dispose();
Assert.Equal(
0,
runtime.EntityObjects.Events.PlacementSubscriberCount);
var replacement = new HeadlessSessionEventRoute(
new FixtureEventRoute(),
runtime,
placements);
replacement.Attach();
Assert.Equal(
1,
runtime.EntityObjects.Events.PlacementSubscriberCount);
replacement.Dispose();
Assert.Equal(
0,
runtime.EntityObjects.Events.PlacementSubscriberCount);
}
[Fact]
public void SessionEventRouteRetryDoesNotRestorePlacementObserver()
{
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations);
GameRuntime runtime = host.Runtime;
var inner = new FixtureEventRoute
{
DisposeFailuresRemaining = 1,
};
var route = new HeadlessSessionEventRoute(
inner,
runtime,
new HeadlessRuntimePlacementProjectionSink(runtime));
route.Attach();
Assert.Throws<IOException>(route.Dispose);
Assert.Equal(
0,
runtime.EntityObjects.Events.PlacementSubscriberCount);
Assert.Equal(1, inner.DisposeCount);
route.Dispose();
Assert.Equal(2, inner.DisposeCount);
Assert.Equal(
0,
runtime.EntityObjects.Events.PlacementSubscriberCount);
}
[Fact]
public void CollisionTransactionCancelsPostAdmissionFaultWithoutWithdrawingActiveWorld()
{
using var lifetime = new RuntimeEntityObjectLifetime();
RuntimePhysicsState physics = lifetime.Physics;
const uint landblockId = 0xA9B4FFFFu;
CompleteCollisionGeneration(
physics,
landblockId,
afterAdmission: null,
(admission, prepared) =>
physics.StageCollisionAssets(
admission,
prepared,
CollisionAssets(landblockId, 10f)));
Assert.Throws<FixtureCollisionPublicationException>(() =>
CompleteCollisionGeneration(
physics,
landblockId,
_ => throw new FixtureCollisionPublicationException(),
(_, _) => throw new InvalidOperationException(
"Staging must not run after the injected admission fault.")));
Assert.Equal(10f, physics.Engine.SampleTerrainZ(1f, 1f));
RuntimePhysicsOwnershipSnapshot ownership = physics.CaptureOwnership();
Assert.Equal(1, ownership.LandblockCount);
Assert.Equal(0, ownership.CollisionAdmissionCount);
}
[Fact]
public void CollisionTransactionYieldsTheFirstNonterminalRuntimePoll()
{
using var lifetime = new RuntimeEntityObjectLifetime();
RuntimePhysicsState physics = lifetime.Physics;
const uint landblockId = 0xA9B4FFFFu;
HeadlessCollisionGenerationTransaction transaction =
HeadlessCollisionGenerationTransaction.Begin(
physics,
landblockId,
afterAdmission: null,
(admission, prepared) =>
physics.StageCollisionAssets(
admission,
prepared,
CollisionAssets(landblockId, 10f)));
HeadlessCollisionGenerationAdvance advance;
do
{
advance = transaction.Advance();
Assert.True(advance.Progressed);
}
while (!advance.YieldToCaller);
Assert.False(advance.Completed);
Assert.False(advance.WaitingForProjectionAcknowledgement);
Assert.False(transaction.CompletionCommitted);
do
{
advance = transaction.Advance();
Assert.True(advance.Progressed);
}
while (!advance.Completed && !advance.YieldToCaller);
if (!advance.Completed)
advance = transaction.Advance();
Assert.True(advance.Completed);
Assert.True(transaction.EngineMutationCommitted);
Assert.True(transaction.CompletionCommitted);
Assert.Equal(0, physics.CaptureOwnership().CollisionAdmissionCount);
}
[Fact]
public void CollisionTransactionRetainsPostEngineCancellationUntilPlaceAck()
{
using var lifetime = new RuntimeEntityObjectLifetime();
RuntimePhysicsState physics = lifetime.Physics;
const uint landblockId = 0xA9B4FFFFu;
CompleteCollisionGeneration(
physics,
landblockId,
afterAdmission: null,
(admission, prepared) =>
physics.StageCollisionAssets(
admission,
prepared,
CollisionAssets(landblockId, 10f)));
const uint guid = 0x70004201u;
const uint cell = 0xA9B40001u;
Vector3 position = new(10f, 10f, 0f);
RuntimeEntityRecord record = lifetime.RegisterEntity(
Spawn(guid)).Canonical!;
lifetime.Entities.SetFinalPhysicsState(record, PhysicsStateFlags.Gravity);
lifetime.Entities.SetFullCell(record, cell, landblockId);
var body = new PhysicsBody
{
Position = position,
Orientation = Quaternion.Identity,
LastUpdateTime = 1d,
State = PhysicsStateFlags.Gravity,
TransientState = TransientStateFlags.Active,
};
body.SnapToCell(cell, position, position);
lifetime.Entities.SetPhysicsBody(record, body);
record.ObjectClock.Activate();
physics.AcknowledgeSpatialProjection(record, spatial: true);
RuntimePlacementProjectionToken seeded = SeedRuntimePlacement(
physics,
record,
cell,
position);
Assert.True(physics.SetPosition.AcknowledgeProjection(seeded));
HeadlessCollisionGenerationTransaction transaction =
HeadlessCollisionGenerationTransaction.Begin(
physics,
landblockId,
afterAdmission: null,
(admission, prepared) =>
physics.StageCollisionAssets(
admission,
prepared,
CollisionAssets(landblockId, 20f)));
HeadlessCollisionGenerationAdvance advance;
do
{
advance = transaction.Advance();
}
while (!advance.WaitingForProjectionAcknowledgement);
Assert.False(transaction.EngineMutationCommitted);
Assert.True(physics.SetPosition.TryPeekProjection(
out RuntimePlacementProjectionSnapshot withdrawal));
Assert.True(physics.SetPosition.AcknowledgeProjection(withdrawal.Token));
do
{
advance = transaction.Advance();
}
while (!advance.WaitingForProjectionAcknowledgement);
Assert.True(transaction.EngineMutationCommitted);
Assert.True(physics.SetPosition.TryPeekProjection(
out RuntimePlacementProjectionSnapshot placement));
Assert.False(transaction.TryCancel());
Assert.True(physics.SetPosition.AcknowledgeProjection(placement.Token));
Assert.True(transaction.TryCancel());
RuntimePhysicsOwnershipSnapshot ownership = physics.CaptureOwnership();
Assert.Equal(0, ownership.CollisionPrefixMutationCount);
Assert.Equal(0, ownership.CollisionAdmissionCount);
}
[Fact]
public void CollisionTransactionCancelsStagingFaultWithoutWithdrawingActiveWorld()
{
using var lifetime = new RuntimeEntityObjectLifetime();
RuntimePhysicsState physics = lifetime.Physics;
const uint landblockId = 0xA9B4FFFFu;
CompleteCollisionGeneration(
physics,
landblockId,
afterAdmission: null,
(admission, prepared) =>
physics.StageCollisionAssets(
admission,
prepared,
CollisionAssets(landblockId, 10f)));
Assert.Throws<FixtureCollisionPublicationException>(() =>
CompleteCollisionGeneration(
physics,
landblockId,
afterAdmission: null,
(admission, prepared) =>
{
physics.StageCollisionAssets(
admission,
prepared,
CollisionAssets(landblockId, 25f));
throw new FixtureCollisionPublicationException();
}));
Assert.Equal(10f, physics.Engine.SampleTerrainZ(1f, 1f));
RuntimePhysicsOwnershipSnapshot ownership = physics.CaptureOwnership();
Assert.Equal(1, ownership.LandblockCount);
Assert.Equal(0, ownership.CollisionAdmissionCount);
}
private static HeadlessSessionDescriptor Descriptor(
HeadlessCredentialProviderKind provider =
HeadlessCredentialProviderKind.Environment,
string credentialReference = "BOT_PASSWORD") => new()
{
Id = "bot",
Endpoint = new HeadlessEndpointDescriptor
{
Host = "127.0.0.1",
Port = 9000,
},
Account = "account",
Character = new HeadlessCharacterSelector
{
Name = "headless",
},
Policy = new HeadlessBotPolicyDescriptor
{
Id = "idle",
},
Credential = new HeadlessCredentialReference
{
Provider = provider,
Reference = credentialReference,
},
};
private static void HydrateGroundedPlayer(GameRuntime runtime)
{
const uint player = 0x50000002u;
PhysicsEngine engine = runtime.EntityObjects.Physics.Engine;
AddFlatLandblock(engine);
RuntimeEntityRecord record = runtime.EntityObjects
.RegisterEntity(Spawn(player))
.Canonical!;
Assert.True(runtime.EntityObjects.ApplyAcceptedSpawn(
record,
record.CreateIntegrationVersion,
record.Snapshot,
replaceGeneration: false));
var controller = new PlayerMovementController(engine);
controller.SetPosition(
new Vector3(96f, 97f, 50f),
0xA9B40001u,
new Vector3(96f, 97f, 50f));
runtime.MovementOwner.Controller = controller;
}
private static void CompleteCollisionGeneration(
RuntimePhysicsState physics,
uint landblockId,
Action<RuntimeCollisionAdmission>? afterAdmission,
Action<RuntimeCollisionAdmission,
PreparedLandblockCollisionGeneration> stage)
{
HeadlessCollisionGenerationTransaction transaction =
HeadlessCollisionGenerationTransaction.Begin(
physics,
landblockId,
afterAdmission,
stage);
while (true)
{
HeadlessCollisionGenerationAdvance advance = transaction.Advance();
if (advance.Completed)
return;
Assert.True(advance.Progressed);
Assert.False(advance.WaitingForProjectionAcknowledgement);
}
}
private static RuntimePlacementProjectionToken SeedRuntimePlacement(
RuntimePhysicsState physics,
RuntimeEntityRecord record,
uint cell,
Vector3 position)
{
Type coreMarker = typeof(PhysicsEngine);
Type requestType = coreMarker.Assembly.GetType(
"AcDream.Core.Physics.PhysicsSetPositionRequest",
throwOnError: true)!;
Type flagsType = coreMarker.Assembly.GetType(
"AcDream.Core.Physics.PhysicsSetPositionFlags",
throwOnError: true)!;
Type placementClassType = coreMarker.Assembly.GetType(
"AcDream.Core.Physics.PhysicsPlacementClass",
throwOnError: true)!;
object request = Activator.CreateInstance(
requestType,
BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic,
binder: null,
args:
[
position,
Quaternion.Identity,
cell,
position,
ImmutableArray<FlatCollisionSphere>.Empty,
1f,
0.4f,
0.4f,
PhysicsStateFlags.None,
ObjectInfoState.None,
0u,
Enum.ToObject(placementClassType, 0),
Enum.ToObject(flagsType, 0x011u),
Vector3.Zero,
0f,
0f,
0u,
cell,
],
culture: null)!;
Type runtimeMarker = typeof(RuntimePhysicsState);
Type commandType = runtimeMarker.Assembly.GetType(
"AcDream.Runtime.Physics.RuntimeSetPositionCommand",
throwOnError: true)!;
Type kindType = runtimeMarker.Assembly.GetType(
"AcDream.Runtime.Physics.RuntimeSetPositionOperationKind",
throwOnError: true)!;
object command = Activator.CreateInstance(
commandType,
BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic,
binder: null,
args:
[
request,
Enum.ToObject(kindType, 2),
10d,
0UL,
0f,
0f,
default(RuntimePortalPlacementAuthority),
],
culture: null)!;
MethodInfo apply = physics.SetPosition.GetType().GetMethod(
"Apply",
BindingFlags.Instance | BindingFlags.NonPublic)
?? throw new MissingMethodException("Runtime SetPosition.Apply");
object outcome = apply.Invoke(
physics.SetPosition,
[record, record.PositionAuthorityVersion, command])!;
return (RuntimePlacementProjectionToken)(outcome.GetType().GetProperty(
"Projection",
BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic)
?.GetValue(outcome)
?? throw new MissingMemberException("Runtime placement projection"));
}
private static RuntimeLandblockCollisionAssets CollisionAssets(
uint landblockId,
float terrainHeight)
{
var heights = new byte[81];
var table = new float[256];
table[0] = terrainHeight;
return new RuntimeLandblockCollisionAssets(
landblockId,
new TerrainSurface(heights, table),
Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(),
0f,
0f,
0u);
}
private sealed class FixtureCollisionPublicationException : Exception;
[Fact]
public void MissingPreparedCollisionYieldsTypedRetryAndCompletesWhenAvailable()
{
// C3c contract: the prepared-collision read failure is the
// conductor's typed AwaitingCollisionSource retry — no
// InvalidDataException (or any exception) escapes the host wiring,
// the entity stays a tracked, re-drivable first entry, and the same
// sequence completes once the source can serve the Setup.
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations);
GameRuntime runtime = host.Runtime;
Assert.Equal(
RuntimeSessionStartStatus.Connected,
host.Start().Status);
const uint player = 0x50000021u;
runtime.PlayerIdentity.ServerGuid = player;
runtime.EntityObjects.Physics.SetPosition.BeginCollisionGeneration(
0xA9B40000u, 1UL);
AddFlatLandblock(runtime.EntityObjects.Physics.Engine);
runtime.EntityObjects.Physics.SetPosition.CommitCollisionGeneration(
0xA9B40000u, 1UL, ready: true);
var source = new FlakySetupCollisionSource();
var firstEntry = new AcDream.Runtime.Session
.RuntimeFirstEntryDriveController(
runtime.EntityObjects,
runtime.Clock,
source,
() => PlayerMovementConstructionOptions.From(
runtime.CharacterOwner.MovementSkills.Snapshot),
static _ => new RuntimeLocalPlayerPhysicsActivationPreparation(
Radius: 0.48f,
Height: 1.835f,
RuntimeLocalPlayerShadowDisposition.ProvenShapeless));
RuntimeEntityRecord record = runtime.EntityObjects
.RegisterEntityWithInitialResidence(Spawn(player), isLocalPlayer: true)
.Canonical!;
Assert.True(runtime.EntityObjects.ApplyAcceptedSpawn(
record,
record.CreateIntegrationVersion,
record.Snapshot,
replaceGeneration: false));
var collision = new FixtureCollisionNeighborhood();
var projection = new HeadlessSessionWorldProjection(
runtime,
collision,
firstEntry);
projection.ProjectSpawn(record, isLocalPlayer: true);
Assert.True(source.SetupReadAttempts >= 1);
Assert.Null(runtime.MovementOwner.Controller);
Assert.Equal(1, firstEntry.PendingCount);
Assert.Equal(0u, record.FullCellId);
source.Available = true;
// The session tick's retry pump.
firstEntry.DriveAll();
Assert.IsType<PlayerMovementController>(
runtime.MovementOwner.Controller);
Assert.Equal(0, firstEntry.PendingCount);
Assert.Equal(0xA9B40000u, record.FullCellId & 0xFFFF0000u);
Assert.NotEqual(0u, record.FullCellId);
}
private sealed class FlakySetupCollisionSource
: AcDream.Content.IPreparedCollisionSource
{
internal bool Available { get; set; }
internal int SetupReadAttempts { get; private set; }
public AcDream.Content.PreparedAssetPresence ProbeCollision(
AcDream.Content.Pak.PakAssetType type,
uint sourceFileId) =>
AcDream.Content.PreparedAssetPresence.Available;
public AcDream.Content.PreparedCollisionReadResult<FlatSetupCollision>
ReadSetupCollision(
uint sourceFileId,
CancellationToken cancellationToken = default)
{
SetupReadAttempts++;
if (!Available)
{
return AcDream.Content.PreparedCollisionReadResult<
FlatSetupCollision>.Missing;
}
return AcDream.Content.PreparedCollisionReadResult<
FlatSetupCollision>.Loaded(new FlatSetupCollision(
System.Collections.Immutable.ImmutableArray<
FlatCollisionCylinder>.Empty,
[new FlatCollisionSphere(Vector3.Zero, 0.48f)],
height: 0f,
radius: 0f,
stepUpHeight: 0.4f,
stepDownHeight: 0.4f));
}
public AcDream.Content.PreparedCollisionReadResult<
FlatGfxObjCollisionAsset> ReadGfxObjCollision(
uint sourceFileId,
CancellationToken cancellationToken = default) =>
throw new NotSupportedException();
public AcDream.Content.PreparedCollisionReadResult<
FlatCellStructureCollisionAsset> ReadCellStructureCollision(
uint sourceFileId,
CancellationToken cancellationToken = default) =>
throw new NotSupportedException();
public AcDream.Content.PreparedCollisionReadResult<FlatEnvCellTopology>
ReadEnvCellTopology(
uint sourceFileId,
CancellationToken cancellationToken = default) =>
throw new NotSupportedException();
public AcDream.Content.PreparedCollisionSourceStats CollisionStats =>
default;
public void Dispose()
{
}
}
private static AcDream.Runtime.Session.RuntimeFirstEntryDriveController
CreateFirstEntryDrive(GameRuntime runtime) => new(
runtime.EntityObjects,
runtime.Clock,
new LoadedSetupCollisionSource(),
() => PlayerMovementConstructionOptions.From(
runtime.CharacterOwner.MovementSkills.Snapshot),
static _ => new RuntimeLocalPlayerPhysicsActivationPreparation(
Radius: 0.48f,
Height: 1.835f,
RuntimeLocalPlayerShadowDisposition.ProvenShapeless));
/// <summary>
/// C4 route 2 (2026-08-03): mirrors <see cref="CreateFirstEntryDrive"/>'s
/// construction pattern for the accepted-Position drive controller. No
/// real WorldSession is needed for these fixture tests —
/// LocalPlayerOutboundController.SendImmediatePosition no-ops on a null
/// session.
/// </summary>
private static RuntimeAcceptedPositionDriveController
CreateAcceptedPositionDrive(GameRuntime runtime) => new(
runtime.EntityObjects,
runtime.Clock,
new LoadedSetupCollisionSource(),
new LocalPlayerOutboundController((_, _, _, _, _, _) => { }),
() => runtime.Generation,
() => runtime.PlayerIdentity.ServerGuid,
() => runtime.MovementOwner.Controller,
() => runtime.CharacterOwner.UsePositionFromServer,
() => null);
private sealed class LoadedSetupCollisionSource
: AcDream.Content.IPreparedCollisionSource
{
public AcDream.Content.PreparedAssetPresence ProbeCollision(
AcDream.Content.Pak.PakAssetType type,
uint sourceFileId) =>
AcDream.Content.PreparedAssetPresence.Available;
public AcDream.Content.PreparedCollisionReadResult<FlatSetupCollision>
ReadSetupCollision(
uint sourceFileId,
CancellationToken cancellationToken = default) =>
AcDream.Content.PreparedCollisionReadResult<FlatSetupCollision>
.Loaded(new FlatSetupCollision(
System.Collections.Immutable.ImmutableArray<
FlatCollisionCylinder>.Empty,
// R7 review fix (2026-08-03): the dat-exact human Setup
// 0x02000001 spheres (Ts46SphereListConformanceTests.cs
// :35-39) — foot (0,0,0.475) r=.48, head/torso
// (0,0,1.350) r=.48. The PREVIOUS single dummy sphere at
// (0,0,0) r=.48 (offset == radius) made a settled origin
// rest a FULL radius above the floor; the real foot
// sphere's bottom is origin + 0.475 0.48 = origin
// 0.005, so a settled origin lands ON the floor within
// 5 mm. Retail's BlipPlayer has never lifted the origin
// by a sphere radius — that was a fixture artifact, not
// a retail-fidelity gain (docs/ISSUES.md #285 correction).
[
new FlatCollisionSphere(
new Vector3(0f, 0f, 0.475f), 0.48f),
new FlatCollisionSphere(
new Vector3(0f, 0f, 1.350f), 0.48f),
],
height: 0f,
radius: 0f,
stepUpHeight: 0.4f,
stepDownHeight: 0.4f));
public AcDream.Content.PreparedCollisionReadResult<
FlatGfxObjCollisionAsset> ReadGfxObjCollision(
uint sourceFileId,
CancellationToken cancellationToken = default) =>
throw new NotSupportedException();
public AcDream.Content.PreparedCollisionReadResult<
FlatCellStructureCollisionAsset> ReadCellStructureCollision(
uint sourceFileId,
CancellationToken cancellationToken = default) =>
throw new NotSupportedException();
public AcDream.Content.PreparedCollisionReadResult<FlatEnvCellTopology>
ReadEnvCellTopology(
uint sourceFileId,
CancellationToken cancellationToken = default) =>
throw new NotSupportedException();
public AcDream.Content.PreparedCollisionSourceStats CollisionStats =>
default;
public void Dispose()
{
}
}
private static void AddFlatLandblock(PhysicsEngine engine)
{
var heights = new byte[81];
Array.Fill(heights, (byte)50);
var heightTable = new float[256];
for (int index = 0; index < heightTable.Length; index++)
heightTable[index] = index;
engine.AddLandblock(
0xA9B4FFFFu,
new TerrainSurface(heights, heightTable),
[],
[],
worldOffsetX: 0f,
worldOffsetY: 0f);
}
private static WorldSession.EntitySpawn Spawn(
uint guid,
uint cellId = 0xA9B40001u)
{
var position = new CreateObject.ServerPosition(
cellId,
96f,
97f,
50f,
1f,
0f,
0f,
0f);
var timestamps = new PhysicsTimestamps(
Position: 1,
Movement: 1,
State: 1,
Vector: 1,
Teleport: 0,
ServerControlledMove: 1,
ForcePosition: 0,
ObjDesc: 1,
Instance: 1);
var physics = new PhysicsSpawnData(
RawState: (uint)PhysicsStateFlags.ReportCollisions,
Position: position,
Movement: null,
AnimationFrame: null,
SetupTableId: 0x02000001u,
MotionTableId: null,
SoundTableId: null,
PhysicsScriptTableId: null,
Parent: null,
Children: null,
Scale: null,
Friction: null,
Elasticity: null,
Translucency: null,
Velocity: null,
Acceleration: null,
AngularVelocity: null,
DefaultScriptType: null,
DefaultScriptIntensity: null,
Timestamps: timestamps);
return new WorldSession.EntitySpawn(
guid,
position,
0x02000001u,
[],
[],
[],
null,
null,
"Headless",
null,
null,
null,
PhysicsState: physics.RawState,
InstanceSequence: 1,
MovementSequence: 1,
ServerControlSequence: 1,
PositionSequence: 1,
Physics: physics);
}
private static RuntimePlacementProjectionSnapshot Placement(
GameRuntime runtime,
RuntimeEntityRecord record,
RuntimePlacementProjectionKind kind,
Vector3 position,
Quaternion orientation)
{
RuntimeEntityKey key = Assert.IsType<RuntimeEntityKey>(record.Key);
var token = new RuntimePlacementProjectionToken(
Sequence: 1,
Revision: 1,
Entity: key,
PositionAuthorityVersion: record.PositionAuthorityVersion,
SpatialAuthorityVersion: record.SpatialAuthorityVersion,
PlacementCommitVersion: record.PlacementCommitVersion,
SessionLifetimeVersion:
runtime.EntityObjects.Entities.SessionLifetimeVersion,
ExactCellId: record.FullCellId,
CollisionGeneration: 1,
Portal: default);
return new RuntimePlacementProjectionSnapshot(
token,
kind,
position,
orientation,
CellLocalPosition: position,
InContact: false,
OnWalkable: false);
}
private static uint ActionOpcode(byte[] body) =>
BinaryPrimitives.ReadUInt32LittleEndian(
body.AsSpan(8, sizeof(uint)));
private sealed class FixtureSessionOperations : ILiveSessionOperations
{
public List<WorldSession> Sessions { get; } = [];
public int CreatedSessionCount { get; private set; }
public int DisposedSessionCount { get; private set; }
public string? LastUser { get; private set; }
public string? LastPassword { get; private set; }
public IPEndPoint ResolveEndpoint(string host, int port) =>
new(IPAddress.Loopback, port);
public WorldSession CreateSession(IPEndPoint endpoint)
{
CreatedSessionCount++;
var session = new WorldSession(endpoint);
Sessions.Add(session);
return session;
}
public void Connect(
WorldSession session,
string user,
string password)
{
LastUser = user;
LastPassword = password;
}
public CharacterList.Parsed GetCharacters(
WorldSession session) =>
new(
0u,
[
new CharacterList.Character(
0x50000001u,
"Other",
0u),
new CharacterList.Character(
0x50000002u,
"Headless",
0u),
],
[],
11,
"account",
true,
true);
public void EnterWorld(
WorldSession session,
int activeCharacterIndex)
{
}
public void Tick(WorldSession session)
{
}
public void DisposeSession(WorldSession session)
{
DisposedSessionCount++;
session.Dispose();
}
}
private sealed class FailOnceTextWriter : StringWriter
{
public bool FailNextWrite { get; set; }
public override void WriteLine(string? value)
{
if (FailNextWrite)
{
FailNextWrite = false;
throw new IOException("fixture write failure");
}
base.WriteLine(value);
}
}
private sealed class FixtureCollisionNeighborhood
: IHeadlessCollisionNeighborhood
{
public int CenterCount { get; private set; }
public uint LastCell { get; private set; }
public void CenterOn(uint fullCellId)
{
CenterCount++;
LastCell = fullCellId;
}
public bool IsReady(uint fullCellId) =>
fullCellId == LastCell;
// C3c-R1 review F7: the fixture window mirrors production's 3x3
// membership around the last requested center; no center yet means
// "within" (never convert before the first CenterOn).
public bool IsWithinServiceWindow(uint fullCellId)
{
if (LastCell == 0u)
return true;
int dx = Math.Abs(
(int)((fullCellId >> 24) & 0xFFu)
- (int)((LastCell >> 24) & 0xFFu));
int dy = Math.Abs(
(int)((fullCellId >> 16) & 0xFFu)
- (int)((LastCell >> 16) & 0xFFu));
return dx <= 1 && dy <= 1;
}
}
private sealed class FixtureEventRoute(
Action? onDispose = null) : ILiveSessionEventRouting
{
public int AttachCount { get; private set; }
public int DisposeCount { get; private set; }
public int DisposeFailuresRemaining { get; set; }
public void Attach() => AttachCount++;
public void Dispose()
{
DisposeCount++;
onDispose?.Invoke();
if (DisposeFailuresRemaining > 0)
{
DisposeFailuresRemaining--;
throw new IOException("fixture route detach failure");
}
}
}
}