Restore the named-retail object update order across local, remote, static, projectile, animation, shadow, teleport, and effect lifetimes. Separate authoritative root commits from spatial rebucketing, preserve per-owner hook/FIFO ordering, and remove update-path allocations with exact lifecycle and residency gates. Add deterministic conformance, adversarial lifetime, GUID-reuse, pending-cell, quaternion, timestamp, and allocation coverage. Release build is warning-free and all 6,446 tests pass with five intentional skips; retail, architecture, and adversarial reviews are clean. Co-authored-by: OpenAI Codex <codex@openai.com>
400 lines
15 KiB
C#
400 lines
15 KiB
C#
using System.Numerics;
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using AcDream.Core.Physics;
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using AcDream.Core.Physics.Motion;
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using Xunit;
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namespace AcDream.Core.Tests.Physics.Motion;
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/// <summary>
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/// R5-V5 — <see cref="MovementManager"/> facade conformance (retail struct
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/// acclient.h /* 3463 */; methods 0x00524000-0x00524790, decomp extract
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/// <c>docs/research/2026-07-03-r5-managers/r5-movementmanager-decomp.md</c>).
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/// The facade is pure relay/ownership — these tests pin the retail call
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/// shapes: which child each method touches, the lazy MakeMoveToManager
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/// create, the PerformMovement type dispatch, and null-tolerance before the
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/// moveto manager exists. Behavior of the children themselves is covered by
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/// the MotionInterpreter / MoveToManager suites (UNMODIFIED by R5-V5).
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/// </summary>
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public sealed class MovementManagerTests
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{
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/// <summary>Non-creature weenie: silences the MotionInterpreter's
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/// HitGround/LeaveGround creature gates (retail IsCreature vtable
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/// +0x2c) so a test can isolate the facade's MOVETO relay leg.</summary>
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private sealed class NonCreatureWeenie : IWeenieObject
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{
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public bool InqJumpVelocity(float extent, out float vz) { vz = 0f; return false; }
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public bool InqRunRate(out float rate) { rate = 1f; return false; }
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public bool CanJump(float extent) => false;
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bool IWeenieObject.IsCreature() => false;
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}
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/// <summary>Facade over the shared MoveToManagerHarness: the harness's
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/// REAL MotionInterpreter is the minterp child; the harness's REAL
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/// seam-scripted MoveToManager arrives via <see cref="MovementManager.MoveToFactory"/>
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/// (the acdream stand-in for retail's physics_obj/weenie_obj
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/// backpointers that MakeMoveToManager constructs from).</summary>
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private static (MovementManager Mm, MoveToManagerHarness H, int[] FactoryCalls) MakeFacade()
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{
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var h = new MoveToManagerHarness();
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var factoryCalls = new int[1];
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var mm = new MovementManager(h.Interp)
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{
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MoveToFactory = () => { factoryCalls[0]++; return h.Manager; },
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};
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return (mm, h, factoryCalls);
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}
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// ── MakeMoveToManager — 0x00524000 ──────────────────────────────────────
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[Fact]
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public void MakeMoveToManager_CreatesViaFactory_ExactlyOnce()
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{
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var (mm, h, calls) = MakeFacade();
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Assert.Null(mm.MoveTo);
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mm.MakeMoveToManager();
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Assert.Same(h.Manager, mm.MoveTo);
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Assert.Equal(1, calls[0]);
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// Retail: no-op if already present.
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mm.MakeMoveToManager();
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Assert.Same(h.Manager, mm.MoveTo);
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Assert.Equal(1, calls[0]);
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}
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[Fact]
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public void MakeMoveToManager_WithoutFactory_IsANoOp()
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{
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var mm = new MovementManager(new MotionInterpreter());
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mm.MakeMoveToManager();
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Assert.Null(mm.MoveTo);
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}
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// ── PerformMovement — 0x005240d0 (the type-1..9 two-way dispatch) ───────
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[Fact]
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public void PerformMovement_InterpTypes_RouteToMinterp_NotMoveTo()
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{
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var (mm, h, calls) = MakeFacade();
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var result = mm.PerformMovement(new MovementStruct
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{
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Type = MovementType.InterpretedCommand,
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Motion = MotionCommand.WalkForward,
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Speed = 1f,
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ModifyInterpretedState = true,
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});
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Assert.Equal(WeenieError.None, result);
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Assert.Equal(MotionCommand.WalkForward, h.Interp.InterpretedState.ForwardCommand);
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// Types 1-5 never touch the moveto side (jump table 0x0052415c).
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Assert.Equal(0, calls[0]);
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Assert.Null(mm.MoveTo);
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}
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[Fact]
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public void PerformMovement_InterpTypes_ForwardOriginalParametersObject()
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{
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// CMotionInterp::PerformMovement @ 0x00528E80 forwards
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// MovementStruct::params verbatim. This is observable at the player
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// input boundary: rebuilding the block from MovementStruct's legacy
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// scalar fields loses its speed, hold key, and control flags.
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var (mm, h, calls) = MakeFacade();
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int interrupts = 0;
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h.Interp.InterruptCurrentMovement = () => interrupts++;
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var parameters = new MovementParameters
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{
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Speed = 0.37f,
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SetHoldKey = true,
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HoldKeyToApply = HoldKey.Run,
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CancelMoveTo = false,
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ModifyRawState = true,
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ModifyInterpretedState = true,
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};
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var result = mm.PerformMovement(new MovementStruct
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{
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Type = MovementType.RawCommand,
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Motion = MotionCommand.TurnRight,
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// Deliberately contradictory legacy fields: Params wins.
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Speed = 9f,
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ModifyRawState = false,
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ModifyInterpretedState = false,
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Params = parameters,
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});
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Assert.Equal(WeenieError.None, result);
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Assert.Equal(0.37f, h.Interp.RawState.TurnSpeed);
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Assert.Equal(HoldKey.Run, h.Interp.RawState.CurrentHoldKey);
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Assert.Equal(0, interrupts);
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Assert.Equal(0, calls[0]);
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}
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[Fact]
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public void PerformMovement_MoveToTypes_LazyCreate_AndRouteToMoveTo()
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{
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var (mm, h, calls) = MakeFacade();
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var result = mm.PerformMovement(new MovementStruct
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{
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Type = MovementType.MoveToPosition,
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Pos = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
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Params = new MovementParameters(),
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});
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// Retail cases 5-8 (types 6-9): MakeMoveToManager first, delegate,
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// and the MoveToManager path's return is NOT propagated (@0052414f
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// `return 0`) — the facade reports None regardless.
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Assert.Equal(WeenieError.None, result);
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Assert.Equal(1, calls[0]);
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Assert.Equal(MovementType.MoveToPosition, h.Manager.MovementTypeState);
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}
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[Fact]
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public void PerformMovement_InvalidAndOutOfRangeTypes_Fail0x47()
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{
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var (mm, _, calls) = MakeFacade();
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// Retail head: (type - 1) > 8 → 0x47. Type 0 underflows unsigned →
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// always > 8; anything above 9 fails the same check.
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Assert.Equal(WeenieError.GeneralMovementFailure,
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mm.PerformMovement(new MovementStruct { Type = MovementType.Invalid }));
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Assert.Equal(WeenieError.GeneralMovementFailure,
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mm.PerformMovement(new MovementStruct { Type = (MovementType)10 }));
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Assert.Equal(0, calls[0]);
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}
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[Fact]
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public void PerformMovement_ActivatesBeforeDispatch_EvenWhenTypeIsInvalid()
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{
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var (mm, _, _) = MakeFacade();
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int activations = 0;
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mm.ActivatePhysicsObject = () => activations++;
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Assert.Equal(WeenieError.None,
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mm.PerformMovement(new MovementStruct
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{
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Type = MovementType.StopCompletely,
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}));
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Assert.Equal(WeenieError.GeneralMovementFailure,
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mm.PerformMovement(new MovementStruct
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{
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Type = (MovementType)99,
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}));
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Assert.Equal(2, activations);
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}
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[Fact]
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public void PerformMovement_MoveToType_WithoutFactory_Fails0x47()
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{
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// acdream-only guard for the unreachable-in-production ordering
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// (a type-6..9 event before the bind sites set MoveToFactory):
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// retail would MoveToManager::Create here; without a factory the
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// facade reports the same 0x47 the range check uses.
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var mm = new MovementManager(new MotionInterpreter());
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Assert.Equal(WeenieError.GeneralMovementFailure,
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mm.PerformMovement(new MovementStruct { Type = MovementType.TurnToHeading }));
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}
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// ── UseTime — 0x005242f0 (moveto only; never lazy-creates) ──────────────
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[Fact]
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public void UseTime_BeforeMoveToExists_IsANoOp_AndDoesNotCreate()
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{
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var (mm, _, calls) = MakeFacade();
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mm.UseTime();
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Assert.Equal(0, calls[0]);
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Assert.Null(mm.MoveTo);
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}
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[Fact]
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public void UseTime_RelaysToMoveTo()
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{
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// The MoveToManagerUseTimeGateTests arrival shape, driven through
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// the facade: grounded, facing the target, arrived — one UseTime
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// completes the move.
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var (mm, h, _) = MakeFacade();
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h.ContactValue = true;
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h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
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h.Heading = 90f;
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mm.PerformMovement(new MovementStruct
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{
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Type = MovementType.MoveToPosition,
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Pos = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
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Params = new MovementParameters { DistanceToObject = 0.6f, UseSpheres = false },
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});
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h.DrainPendingMotions();
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h.WorldPosition = new Position(1u, new Vector3(19.7f, 0f, 0f), Quaternion.Identity);
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h.Advance(2.0);
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mm.UseTime();
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Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
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}
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// ── HitGround — 0x00524300 (minterp FIRST, then moveto) ────────────────
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[Fact]
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public void HitGround_RelaysToMinterp_AndToleratesNullMoveTo()
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{
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var (mm, h, _) = MakeFacade();
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h.Body.State |= PhysicsStateFlags.Gravity; // CMotionInterp::HitGround gates on state & 0x400
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bool minterpHit = false;
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h.Interp.RemoveLinkAnimations = () => minterpHit = true;
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mm.HitGround(); // MoveTo still null — retail's if-present guard
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Assert.True(minterpHit);
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}
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[Fact]
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public void HitGround_RelaysMinterpFirst_ThenMoveTo()
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{
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var (mm, h, _) = MakeFacade();
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h.Body.State |= PhysicsStateFlags.Gravity;
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h.ContactValue = true;
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h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
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h.Heading = 90f;
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mm.PerformMovement(new MovementStruct
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{
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Type = MovementType.MoveToPosition,
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Pos = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
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Params = new MovementParameters(),
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});
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h.DrainPendingMotions();
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// Order pin: the FIRST RemoveLinkAnimations firing belongs to the
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// minterp leg (CMotionInterp::HitGround invokes it before any
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// dispatch), at which point the moveto leg's BeginNextNode
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// re-dispatch has NOT happened yet — the pending queue is still
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// drained. Later firings (the moveto dispatch's own TS-40
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// detached-strip at the DoInterpretedMotion tail runs AFTER its
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// enqueue) must not overwrite the recording — ??= keeps the first.
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bool? queueEmptyAtMinterpLeg = null;
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h.Interp.RemoveLinkAnimations =
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() => queueEmptyAtMinterpLeg ??= !h.Interp.MotionsPending();
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mm.HitGround();
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Assert.True(queueEmptyAtMinterpLeg); // minterp leg ran first
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Assert.True(h.Interp.MotionsPending()); // a re-dispatch landed after it
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}
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[Fact]
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public void HitGround_ReachesMoveTo_WhenMinterpLegIsGated()
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{
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// Isolate the MOVETO leg: a non-creature weenie makes
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// CMotionInterp::HitGround a retail no-op (IsCreature gate), so any
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// re-dispatched pending motion can only come from
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// MoveToManager::HitGround → BeginNextNode.
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var (mm, h, _) = MakeFacade();
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h.Interp.WeenieObj = new NonCreatureWeenie();
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h.ContactValue = true;
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h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
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h.Heading = 90f;
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mm.PerformMovement(new MovementStruct
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{
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Type = MovementType.MoveToPosition,
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Pos = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
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Params = new MovementParameters(),
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});
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h.DrainPendingMotions();
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mm.HitGround();
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Assert.True(h.Interp.MotionsPending());
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}
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// ── HandleExitWorld — 0x00524350 (minterp ONLY) ─────────────────────────
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[Fact]
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public void HandleExitWorld_DrainsMinterp_AndDoesNotTouchMoveTo()
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{
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var (mm, h, _) = MakeFacade();
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h.ContactValue = true;
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h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
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h.Heading = 90f;
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mm.PerformMovement(new MovementStruct
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{
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Type = MovementType.MoveToPosition,
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Pos = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
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Params = new MovementParameters(),
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});
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Assert.True(h.Interp.MotionsPending()); // the arm's dispatch is queued
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mm.HandleExitWorld();
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Assert.False(h.Interp.MotionsPending());
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// Retail HandleExitWorld does NOT touch moveto_manager — the armed
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// move survives (its teardown is CancelMoveTo / exit-world at the
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// CPhysicsObj layer, not here).
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Assert.Equal(MovementType.MoveToPosition, h.Manager.MovementTypeState);
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}
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// ── CancelMoveTo — 0x005241b0 / IsMovingTo — 0x00524260 ────────────────
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[Fact]
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public void CancelMoveTo_NullTolerant_AndRelaysToMoveTo()
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{
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var (mm, h, _) = MakeFacade();
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mm.CancelMoveTo(WeenieError.ActionCancelled); // no moveto yet — no throw
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h.ContactValue = true;
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h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
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mm.PerformMovement(new MovementStruct
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{
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Type = MovementType.MoveToPosition,
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Pos = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
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Params = new MovementParameters(),
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});
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Assert.True(mm.IsMovingTo());
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mm.CancelMoveTo(WeenieError.ActionCancelled);
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Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
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Assert.False(mm.IsMovingTo());
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Assert.True(h.StopCompletelyCalls > 0);
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}
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[Fact]
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public void IsMovingTo_FalseBeforeMoveToExists()
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{
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var (mm, _, _) = MakeFacade();
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Assert.False(mm.IsMovingTo());
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}
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// ── HandleUpdateTarget — 0x00524790 (→ moveto) ──────────────────────────
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[Fact]
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public void HandleUpdateTarget_NullTolerant_AndFeedsMoveToDeferredStart()
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{
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var (mm, h, _) = MakeFacade();
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var info = new TargetInfo
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{
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ObjectId = 0x5000AAAAu,
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Status = TargetStatus.Ok,
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TargetPosition = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity),
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InterpolatedPosition = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity),
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};
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mm.HandleUpdateTarget(info); // no moveto yet — no throw
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// The V2 "uninitialized type-6 stall": MoveToObject defers its node
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// build to the FIRST HandleUpdateTarget delivery.
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h.ContactValue = true;
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h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
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mm.PerformMovement(new MovementStruct
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{
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Type = MovementType.MoveToObject,
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ObjectId = 0x5000AAAAu,
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TopLevelId = 0x5000AAAAu,
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Pos = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity),
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Params = new MovementParameters(),
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});
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Assert.False(h.Manager.Initialized);
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mm.HandleUpdateTarget(info);
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Assert.True(h.Manager.Initialized);
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}
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}
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