acdream/tests/AcDream.Runtime.Tests/Session/RuntimeLiveEntitySessionControllerTests.cs
Erik ff100cf33f fix(runtime): give the no-window host a post-merge canonical cell commit (D1, AD-60/AD-64, AP-146/#320)
C5b (735f0a72) made the steady-state accepted-Position merge stop writing
residency. That is retail-correct — HandleReceivedPosition @0x00453FD0 reads
the wire objcell_id into a local and never assigns the object's cell — and it
stays. What C5b did not account for is that its replacement writers both live
in AcDream.App: the OnPosition prologue rebucket (AD-60's W2) and the
post-routing wire-cell adopt (W3, AP-135).

The two hosts run parallel, non-shared inbound routes. LiveEntitySessionController
-> LiveEntityNetworkUpdateController.OnPosition is graphical-only;
RuntimeLiveEntitySessionController.OnPositionUpdated is the no-window route and
is constructed only at HeadlessSessionHost.cs:682. So AcDream.Headless had NO
post-merge cell writer at all. Every remote's FullCellId was written at
create/placement and then frozen for the session — and RuntimeEntityObjectViews
.Snapshot projects exactly that field as RuntimeEntitySnapshot.CellId, i.e. every
bot's entire world view. The local player lost one of AP-146's three refresh
edges, which matters beyond cosmetics: RuntimeSetPositionState
.IsAffectedCollisionResident reads FullCellId to pick which bodies a landblock
retirement parks, so a bot running A->B without teleporting would have retired A
while parking a body physically in B.

The fix, in three parts:

1. RuntimeEntityObjectLifetime.CommitWireCellRebucket — a new Runtime owner for
   the committed VALUE, extracted verbatim from LiveEntityRuntime
   .RebucketLiveEntity. This is also the root-cause fix for the layering
   inversion the review found: AD-60 was documenting its own correctness by
   naming an App class the Runtime assembly cannot reference. Behaviour on the
   graphical side is unchanged — record.FullCellId is a proxy for
   record.Canonical.FullCellId, which is the record the callee reads, and the
   commit is still CommitRebucket. Verified load-bearing for BOTH hosts:
   sabotaging the preserve branch reddens the graphical
   LiveEntityRuntimeTests.CanonicalOnlyRebucket_DoesNotOverwriteAuthoritativeFullCell
   as well as the new headless assertion.

2. RuntimeLiveEntitySessionController.TryCommitAcceptedWireCell — the no-window
   W2, under the same reachability rules the graphical route applies: Rejected
   writes nothing (the shape the App authority gate produces by returning false);
   a bound-projectile packet writes nothing (routed by the graphical host through
   the canonical projectile placement owner, which returns before W2); an active
   initial-create residence writes nothing (RebucketLiveEntity's own early
   return — while the lease is live the SetPosition conductor is the sole cell
   authority); a local ForcePosition writes only when the accepted-Position drive
   declined it (NotApplicable), because a handled force is
   placement-receipt-authoritative. W2/W3 themselves are untouched.

3. On the committed value (the landblock-vs-cell trap). RebucketLiveEntity's
   preserve branch fires on a LANDBLOCK-shaped id — low 16 bits 0xFFFF — and
   exists for LocalPlayerProjectionController.Project, the per-frame local
   movement caller that emits exactly that shape. An inbound wire objcell_id is
   never landblock-shaped, so on the accepted-Position route the branch is not
   taken and the exact wire cell is committed. That is what W2 commits today and
   what this now commits; the no-window host has no per-frame caller at all.

Ordering is matched, not improved on: the force drive submits its placement
before the commit, so its first submit still reads the pre-commit FullCellId —
AP-138's amended route-2 CurrentCellId measurement.

Bookkeeping in this commit:
- AD-60 corrected. Its surviving-channel enumeration presented "the local force
  path, the missile arm" as exhaustive; the entire no-window host belonged in it.
  23aa62f2's W2/W3-redundancy measurement is preserved verbatim.
- AP-146 and #320 amended the same way — their three-edge list was written from
  the graphical host and silently assumed both hosts shared it. The no-window
  host had two of three; it now has all three.
- AD-64 filed: the reachability decision is now expressed once per host. The
  value is single-sourced; the gate set is not.
- #324 filed: unifying the two session controllers is the genuinely correct fix
  and is campaign-sized (presentation recovery, hydration, the equipped-child
  renderer, and the remote/projectile routing arms only one host has). Not
  attempted here, per the fix brief.

Gates. Release build 0 errors. Complete suite 11,141 passed / 4 skipped /
0 failed, against the 11,134 / 4 / 0 baseline at 23aa62f2 — net +7, exactly the
7 tests added. Eight sabotages verified, each red on at least one discriminating
test and green when reverted: remote commit removed (2 Runtime + the end-to-end
Headless test); local ordinary commit removed; local NotApplicable-force commit
removed; force commit made unconditional; residence gate removed; missile gate
removed; Rejected gate removed; preserve branch broken (red on both hosts).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-05 22:36:31 +02:00

1270 lines
47 KiB
C#

using System.Net;
using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Core.Spells;
using AcDream.Runtime.Entities;
using AcDream.Runtime.Gameplay;
using AcDream.Runtime.Session;
using AcDream.Runtime.World;
namespace AcDream.Runtime.Tests.Session;
public sealed class RuntimeLiveEntitySessionControllerTests
{
[Fact]
public void DirectSinkOwnsCanonicalCreateUpdateDeleteWithoutProjection()
{
// C3c: the direct sink's Create now enters the canonical initial
// residence; this test drives the remote first-entry conductor to
// completion (the direct-host pump's job) before the follow-up
// Position flows the ordinary post-residence path.
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
CommitLandblockCollision(runtime, 0x01010000u);
RuntimeFirstEntryDriveController drive = CreateDrive(runtime);
using var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000),
new FixtureTransport());
// C3c-R1 review R3: the residence route requires a drive-backed
// world projection — a content-less (projection-less) controller
// keeps the pre-flip legacy registration instead (see
// ContentLessDirectSink_KeepsPreFlipLegacyRegistration).
var controller = new RuntimeLiveEntitySessionController(
runtime,
session,
worldProjection: new FixtureWorldProjection());
LiveEntitySessionSink sink = controller.CreateSink();
WorldSession.EntitySpawn spawn =
Spawn(0x70000001u, incarnation: 1);
sink.Spawned(spawn);
drive.DriveAll();
Assert.Equal(0, drive.PendingCount);
DrainPlacementFifo(runtime);
sink.PositionUpdated(new WorldSession.EntityPositionUpdate(
spawn.Guid,
spawn.Position!.Value with
{
PositionX = 20f,
},
Velocity: null,
PlacementId: null,
IsGrounded: true,
InstanceSequence: 1,
PositionSequence: 2,
TeleportSequence: 0,
ForcePositionSequence: 0));
Assert.Equal(1, runtime.Entities.Count);
Assert.Equal(1, runtime.Inventory.ObjectCount);
Assert.True(
runtime.EntityObjects.Entities.TryGetActive(
spawn.Guid,
out RuntimeEntityRecord canonical));
Assert.Equal(
20f,
canonical.Snapshot.Position!.Value.PositionX);
sink.Deleted(new DeleteObject.Parsed(spawn.Guid, 1));
Assert.Equal(0, runtime.Entities.Count);
Assert.Equal(0, runtime.Inventory.ObjectCount);
Assert.Equal(
0,
runtime.EntityObjects.Entities.PendingTeardownCount);
}
/// <summary>
/// C3c-R1 review R3: a CONTENT-LESS headless host (validated-legal
/// configuration: HeadlessConfigurationLoader accepts a null
/// process.content) builds no world projection and no first-entry
/// drive. Its Creates must keep the exact pre-flip legacy registration
/// — the accepted frame commits directly (FullCellId derives from the
/// wire cell at registration), no residence lease ever opens, and the
/// entity/residence/drive ledgers stay at zero — because a residence
/// with no drive to pump it would park every Create (and every packet
/// FIFO'd behind its pending residence) forever.
/// </summary>
[Fact]
public void ContentLessDirectSink_KeepsPreFlipLegacyRegistration()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
using var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000),
new FixtureTransport());
var controller = new RuntimeLiveEntitySessionController(
runtime,
session);
LiveEntitySessionSink sink = controller.CreateSink();
WorldSession.EntitySpawn spawn =
Spawn(0x70000003u, incarnation: 1);
sink.Spawned(spawn);
Assert.True(
runtime.EntityObjects.Entities.TryGetActive(
spawn.Guid,
out RuntimeEntityRecord canonical));
Assert.Equal(
spawn.Position!.Value.LandblockId,
canonical.FullCellId);
RuntimeEntityObjectOwnershipSnapshot ownership =
runtime.EntityObjects.CaptureOwnership();
Assert.Equal(0, ownership.InitialCreateResidenceLeaseCount);
Assert.Equal(0, ownership.FirstEntryDrivePendingCount);
Assert.Equal(1, runtime.Entities.Count);
Assert.Equal(1, runtime.Inventory.ObjectCount);
// Position packets flow the ordinary immediate path — nothing is
// FIFO'd behind a pending residence.
sink.PositionUpdated(new WorldSession.EntityPositionUpdate(
spawn.Guid,
spawn.Position!.Value with
{
PositionX = 20f,
},
Velocity: null,
PlacementId: null,
IsGrounded: true,
InstanceSequence: 1,
PositionSequence: 2,
TeleportSequence: 0,
ForcePositionSequence: 0));
Assert.Equal(
20f,
canonical.Snapshot.Position!.Value.PositionX);
sink.Deleted(new DeleteObject.Parsed(spawn.Guid, 1));
Assert.Equal(0, runtime.Entities.Count);
Assert.Equal(
0,
runtime.EntityObjects.Entities.PendingTeardownCount);
}
[Fact]
public void DirectSinkCompletesExactPortalAndSendsLoginComplete()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
const uint playerGuid = 0x50000001u;
runtime.PlayerIdentity.ServerGuid = playerGuid;
using var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000),
new FixtureTransport());
var gameActions = new List<byte[]>();
session.GameActionCapture = body => gameActions.Add(body);
var controller = new RuntimeLiveEntitySessionController(
runtime,
session);
LiveEntitySessionSink sink = controller.CreateSink();
WorldSession.EntitySpawn spawn =
Spawn(playerGuid, incarnation: 1);
sink.Spawned(spawn);
Assert.Single(gameActions);
Assert.Equal(GameActionLoginComplete.Build(), gameActions[0]);
sink.Spawned(spawn);
Assert.Single(gameActions);
gameActions.Clear();
sink.TeleportStarted(1u);
sink.PositionUpdated(new WorldSession.EntityPositionUpdate(
playerGuid,
spawn.Position!.Value with
{
LandblockId = 0x01020001u,
PositionX = 30f,
},
Velocity: null,
PlacementId: null,
IsGrounded: true,
InstanceSequence: 1,
PositionSequence: 2,
TeleportSequence: 1,
ForcePositionSequence: 0));
Assert.Single(gameActions);
Assert.Equal(GameActionLoginComplete.Build(), gameActions[0]);
Assert.True(runtime.TransitOwner.CaptureOwnership().IsSessionIdle);
Assert.True(runtime.Portal.Snapshot.Completed);
Assert.Equal(0x01020001u, runtime.Portal.Snapshot.DestinationCell);
}
[Fact]
public void DirectSinkProjectsAcceptedLocalWorldStateThroughOneHostSeam()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
const uint playerGuid = 0x50000002u;
runtime.PlayerIdentity.ServerGuid = playerGuid;
using var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000),
new FixtureTransport());
session.GameActionCapture = _ => { };
var projection = new FixtureWorldProjection();
var controller = new RuntimeLiveEntitySessionController(
runtime,
session,
worldProjection: projection);
LiveEntitySessionSink sink = controller.CreateSink();
WorldSession.EntitySpawn spawn =
Spawn(playerGuid, incarnation: 1);
sink.Spawned(spawn);
sink.TeleportStarted(1u);
sink.PositionUpdated(new WorldSession.EntityPositionUpdate(
playerGuid,
spawn.Position!.Value with
{
LandblockId = 0x01020001u,
PositionX = 30f,
},
Velocity: null,
PlacementId: null,
IsGrounded: true,
InstanceSequence: 1,
PositionSequence: 2,
TeleportSequence: 1,
ForcePositionSequence: 0));
Assert.Equal(1, projection.SpawnCount);
Assert.Equal(1, projection.PositionCount);
Assert.Equal(1, projection.TeleportStartCount);
Assert.Equal(1, projection.PrepareCount);
Assert.True(projection.LastSpawnWasLocal);
Assert.True(projection.LastPositionWasLocal);
Assert.Equal(
PositionTimestampDisposition.Apply,
projection.LastPositionDisposition);
Assert.Equal(playerGuid, projection.LastRecord?.ServerGuid);
Assert.Equal(0x01020001u, projection.LastDestination.CellId);
Assert.True(runtime.TransitOwner.CaptureOwnership().IsSessionIdle);
Assert.True(runtime.Portal.Snapshot.Completed);
}
/// <summary>
/// R2/R3 review fix (2026-08-03). No accepted-position drive is supplied
/// (mirrors <see cref="ContentLessDirectSink_KeepsPreFlipLegacyRegistration"/>'s
/// "content-less" shape, applied to route 2 specifically), so
/// <c>TryExecuteAcceptedLocalPosition</c> can never run and every
/// ForcePosition resolves <c>NotApplicable</c> at the call site. Proves
/// two things the first implementation pass got wrong: (R2)
/// <see cref="IRuntimeDirectWorldProjection.CenterOnAcceptedForcePosition"/>
/// still fires — a host is not left holding a stale collision/streaming
/// window just because the drive is momentarily absent or NotApplicable
/// — and (R3) the pre-existing <c>ProjectPosition</c> fallback still runs
/// for a NotApplicable result, exactly like it did before route 2 existed
/// (the "no legacy fallback to run instead" comment the review found at
/// this exact call site was false).
/// </summary>
[Fact]
public void ForcePositionWithoutAnAcceptedPositionDrive_StillCentersAndFallsBackToProjectPosition()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
const uint playerGuid = 0x50000005u;
runtime.PlayerIdentity.ServerGuid = playerGuid;
using var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000),
new FixtureTransport());
session.GameActionCapture = _ => { };
var projection = new FixtureWorldProjection();
// Deliberately no acceptedPositionDrive argument — mirrors a
// content-less headless host, where the accepted-position drive is
// null and route 2 can never apply.
var controller = new RuntimeLiveEntitySessionController(
runtime,
session,
worldProjection: projection);
LiveEntitySessionSink sink = controller.CreateSink();
WorldSession.EntitySpawn spawn =
Spawn(playerGuid, incarnation: 1);
sink.Spawned(spawn);
Assert.Equal(1, projection.SpawnCount);
Assert.Equal(0, projection.CenterOnForceCount);
sink.PositionUpdated(new WorldSession.EntityPositionUpdate(
playerGuid,
spawn.Position!.Value with
{
PositionX = 30f,
},
Velocity: null,
PlacementId: null,
IsGrounded: true,
InstanceSequence: 1,
PositionSequence: 2,
TeleportSequence: 0,
ForcePositionSequence: 1));
Assert.Equal(1, projection.CenterOnForceCount);
Assert.Equal(playerGuid, projection.LastCenteredRecord?.ServerGuid);
// The fallback ran: ProjectPosition observed this exact
// ForcePosition disposition, not just the earlier Apply-shaped spawn
// follow-up.
Assert.Equal(1, projection.PositionCount);
Assert.Equal(
PositionTimestampDisposition.ForcePosition,
projection.LastPositionDisposition);
}
/// <summary>
/// C4 route 7 headless gate (D5) — the direct regression test for the
/// route-6 scoping's stranded-equipped-child defect: a committed
/// child's canonical FullCellId must equal its parent's, driven purely
/// through <see cref="RuntimeLiveEntitySessionController.OnParentUpdated"/>
/// with no App/graphical layer involved. Fails without D1/D2/D5.
/// </summary>
[Fact]
public void DirectSink_D5_StandaloneParentEventCommitsChildToParentsExactCell()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
CommitLandblockCollision(runtime, 0x01010000u);
CommitLandblockCollision(runtime, 0x01020000u);
RuntimeFirstEntryDriveController drive = CreateDrive(runtime);
using var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000),
new FixtureTransport());
var controller = new RuntimeLiveEntitySessionController(
runtime,
session,
worldProjection: new FixtureWorldProjection());
LiveEntitySessionSink sink = controller.CreateSink();
const uint parentGuid = 0x70000020u;
const uint childGuid = 0x70000021u;
sink.Spawned(SpawnAt(parentGuid, incarnation: 1, 0x01010001u));
drive.DriveAll();
DrainPlacementFifo(runtime);
sink.Spawned(SpawnAt(childGuid, incarnation: 1, 0x01020001u));
drive.DriveAll();
DrainPlacementFifo(runtime);
Assert.True(runtime.EntityObjects.Entities.TryGetActive(
parentGuid, out RuntimeEntityRecord parent));
Assert.True(runtime.EntityObjects.Entities.TryGetActive(
childGuid, out RuntimeEntityRecord child));
Assert.NotEqual(0u, parent.FullCellId);
// Distinct starting cells — equality below can only come from D5's
// commit, never from coincidence.
Assert.NotEqual(parent.FullCellId, child.FullCellId);
sink.ParentUpdated(new ParentEvent.Parsed(
parentGuid,
childGuid,
ParentLocation: 0u,
PlacementId: 0u,
ParentInstanceSequence: 1,
ChildPositionSequence: 2));
Assert.Equal(parent.FullCellId, child.FullCellId);
Assert.NotEqual(0u, child.FullCellId);
}
/// <summary>
/// D5 companion: the deferred flavor — a standalone ParentEvent naming a
/// parent whose own CreateObject has not arrived yet must commit once
/// that guid becomes addressable (<c>OnSpawned</c>'s
/// <c>RetryChildrenWaitingForParent</c>).
/// </summary>
[Fact]
public void DirectSink_D5_DeferredParentEventCommitsOnceTheParentBecomesAddressable()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
CommitLandblockCollision(runtime, 0x01010000u);
CommitLandblockCollision(runtime, 0x01020000u);
RuntimeFirstEntryDriveController drive = CreateDrive(runtime);
using var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000),
new FixtureTransport());
var controller = new RuntimeLiveEntitySessionController(
runtime,
session,
worldProjection: new FixtureWorldProjection());
LiveEntitySessionSink sink = controller.CreateSink();
const uint parentGuid = 0x70000022u;
const uint childGuid = 0x70000023u;
sink.Spawned(SpawnAt(childGuid, incarnation: 1, 0x01020001u));
drive.DriveAll();
DrainPlacementFifo(runtime);
Assert.True(runtime.EntityObjects.Entities.TryGetActive(
childGuid, out RuntimeEntityRecord child));
uint childOriginalCell = child.FullCellId;
// The ParentEvent arrives BEFORE the parent's own CreateObject.
sink.ParentUpdated(new ParentEvent.Parsed(
parentGuid,
childGuid,
ParentLocation: 0u,
PlacementId: 0u,
ParentInstanceSequence: 1,
ChildPositionSequence: 2));
Assert.Equal(childOriginalCell, child.FullCellId);
sink.Spawned(SpawnAt(parentGuid, incarnation: 1, 0x01010001u));
drive.DriveAll();
DrainPlacementFifo(runtime);
Assert.True(runtime.EntityObjects.Entities.TryGetActive(
parentGuid, out RuntimeEntityRecord parent));
Assert.Equal(parent.FullCellId, child.FullCellId);
Assert.NotEqual(0u, child.FullCellId);
}
/// <summary>
/// C3c-R1 review F6: the drive controller outlives its session routes,
/// so "session reset precedes a new route" is an asserted latch, not a
/// silent assumption — a second route cannot attach before the prior
/// route detached, and a route that never owned the drive cannot clear
/// the live route's tracked entries.
/// </summary>
[Fact]
public void FirstEntryDriveServesOneRouteAtATimeAndScopesClearToTheOwner()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
RuntimeFirstEntryDriveController drive = CreateDrive(runtime);
var routeA = new object();
var routeB = new object();
drive.AttachRoute(routeA);
// Re-attaching the same owner is a no-op; a SECOND route asserts.
drive.AttachRoute(routeA);
Assert.Throws<InvalidOperationException>(
() => drive.AttachRoute(routeB));
_ = runtime.EntityObjects.RegisterEntityWithInitialResidence(
Spawn(0x70000004u, incarnation: 1),
isLocalPlayer: false);
Assert.Equal(1, drive.PendingCount);
// A non-owner detach (never-attached / displaced route rollback)
// must not clear the live route's entries.
drive.DetachRoute(routeB);
Assert.Equal(1, drive.PendingCount);
drive.DetachRoute(routeA);
Assert.Equal(0, drive.PendingCount);
// After the owner detached, a replacement route may attach.
drive.AttachRoute(routeB);
drive.DetachRoute(routeB);
}
[Fact]
public void FirstEntryDriveSignalsLocalCompletionOnceAfterCanonicalPlacement()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
const uint playerGuid = 0x50000003u;
runtime.PlayerIdentity.ServerGuid = playerGuid;
CommitLandblockCollision(runtime, 0x01010000u);
RuntimeFirstEntryDriveController drive = CreateDrive(runtime);
var route = new object();
int completed = 0;
drive.AttachRoute(route, record =>
{
Assert.Equal(playerGuid, record.ServerGuid);
completed++;
});
using var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000),
new FixtureTransport());
var controller = new RuntimeLiveEntitySessionController(
runtime,
session,
worldProjection: new FixtureWorldProjection());
LiveEntitySessionSink sink = controller.CreateSink();
sink.Spawned(Spawn(playerGuid, incarnation: 1));
Assert.Equal(0, completed);
DrainFirstEntry(runtime, drive);
Assert.Equal(1, completed);
Assert.Equal(0, drive.PendingCount);
drive.DetachRoute(route);
}
/// <summary>
/// D1 (C5b architecture review) — THE discriminating test for the
/// no-window host's missing post-merge cell writer. C5b made the
/// steady-state merge withhold the wire cell and left the replacement
/// writers (AD-60's W2/W3) in <c>AcDream.App</c>, which this route does
/// not have and cannot reach. Before the fix a headless remote's
/// <c>FullCellId</c> was written at create/placement and then frozen for
/// the whole session, no matter how far the server said it walked, and
/// <c>RuntimeEntityObjectViews.Snapshot</c> feeds exactly that field to
/// every bot's <c>RuntimeEntitySnapshot.CellId</c>.
/// </summary>
[Fact]
public void AcceptedRemotePosition_AdvancesCanonicalResidencyInANoWindowHost()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
CommitLandblockCollision(runtime, 0x01010000u);
RuntimeFirstEntryDriveController drive = CreateDrive(runtime);
using var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000),
new FixtureTransport());
var controller = new RuntimeLiveEntitySessionController(
runtime,
session,
worldProjection: new FixtureWorldProjection());
LiveEntitySessionSink sink = controller.CreateSink();
WorldSession.EntitySpawn spawn =
SpawnAt(0x70000020u, incarnation: 1, 0x01010001u);
sink.Spawned(spawn);
DrainFirstEntry(runtime, drive);
Assert.True(runtime.EntityObjects.Entities.TryGetActive(
spawn.Guid,
out RuntimeEntityRecord remote));
uint placedCell = remote.FullCellId;
Assert.NotEqual(0u, placedCell);
// A steady-state Position that crosses into another cell of the SAME
// landblock — no teleport channel, no force channel, so this is the
// ordinary accepted-Position merge, the exact packet shape C5b
// stopped writing residency for.
const uint movedCell = 0x01010013u;
Assert.NotEqual(movedCell, placedCell);
sink.PositionUpdated(PositionUpdate(
spawn.Guid,
movedCell,
positionX: 40f,
positionSequence: 2));
Assert.Equal(movedCell, remote.FullCellId);
Assert.Equal(0x0101FFFFu, remote.CanonicalLandblockId);
// The bot-visible projection, which is the observable this defect
// actually broke.
Assert.True(runtime.Entities.TryGet(
spawn.Guid,
out RuntimeEntitySnapshot view));
Assert.Equal(movedCell, view.CellId);
}
/// <summary>
/// D1's local-player half. AP-146 enumerates three edges that refresh
/// the local player's canonical cell; C5b moved the inbound-Position
/// one out of the merge and into an App-only writer, so a no-window
/// host lost it entirely. The consequence is not cosmetic:
/// <c>RuntimeSetPositionState.IsAffectedCollisionResident</c> reads
/// <c>FullCellId</c> to decide which bodies a landblock retirement
/// parks, so a bot that runs A-&gt;B without teleporting would have
/// retired A while parking a body that is physically in B.
/// </summary>
[Fact]
public void AcceptedLocalPlayerPosition_AdvancesCanonicalResidencyInANoWindowHost()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
const uint playerGuid = 0x50000020u;
runtime.PlayerIdentity.ServerGuid = playerGuid;
CommitLandblockCollision(runtime, 0x01010000u);
RuntimeFirstEntryDriveController drive = CreateDrive(runtime);
using var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000),
new FixtureTransport());
var controller = new RuntimeLiveEntitySessionController(
runtime,
session,
worldProjection: new FixtureWorldProjection());
LiveEntitySessionSink sink = controller.CreateSink();
sink.Spawned(SpawnAt(playerGuid, incarnation: 1, 0x01010001u));
DrainFirstEntry(runtime, drive);
Assert.True(runtime.EntityObjects.Entities.TryGetActive(
playerGuid,
out RuntimeEntityRecord player));
uint placedCell = player.FullCellId;
Assert.NotEqual(0u, placedCell);
const uint movedCell = 0x01010021u;
Assert.NotEqual(movedCell, placedCell);
sink.PositionUpdated(PositionUpdate(
playerGuid,
movedCell,
positionX: 55f,
positionSequence: 2));
Assert.Equal(movedCell, player.FullCellId);
Assert.Equal(0x0101FFFFu, player.CanonicalLandblockId);
}
/// <summary>
/// D1's negative half, stated as three separate rules rather than one
/// aggregate assertion.
///
/// <para>
/// (a) A <c>Rejected</c> disposition writes NOTHING — the shape the
/// graphical route gets for free by returning false from
/// <c>LiveEntityInboundAuthorityGate.TryAcceptPosition</c> ahead of
/// every wire-cell writer. (b) An active initial-create residence
/// suppresses the commit, mirroring
/// <c>LiveEntityRuntime.RebucketLiveEntity</c>'s own early return:
/// while the lease is live, Runtime's SetPosition conductor is the sole
/// cell authority and a wire cell must not pre-empt it. (c) A
/// LANDBLOCK-shaped id preserves the exact cell instead of coarsening
/// it — the rule fact 4 of this fix's brief warned about, asserted
/// directly against the shared derivation.
/// </para>
/// </summary>
[Fact]
public void WireCellCommit_HonoursRejection_Residence_AndTheLandblockPreserveRule()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
CommitLandblockCollision(runtime, 0x01010000u);
RuntimeFirstEntryDriveController drive = CreateDrive(runtime);
using var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000),
new FixtureTransport());
var controller = new RuntimeLiveEntitySessionController(
runtime,
session,
worldProjection: new FixtureWorldProjection());
LiveEntitySessionSink sink = controller.CreateSink();
WorldSession.EntitySpawn spawn =
SpawnAt(0x70000021u, incarnation: 1, 0x01010001u);
// (b) The residence is open between Spawned and the drive's drain.
sink.Spawned(spawn);
Assert.True(runtime.EntityObjects.Entities.TryGetActive(
spawn.Guid,
out RuntimeEntityRecord remote));
Assert.True(runtime.EntityObjects.TryGetInitialCreateResidence(
remote,
out _));
uint duringResidence = remote.FullCellId;
sink.PositionUpdated(PositionUpdate(
spawn.Guid,
0x01010031u,
positionX: 12f,
positionSequence: 2));
Assert.Equal(duringResidence, remote.FullCellId);
DrainFirstEntry(runtime, drive);
uint placedCell = remote.FullCellId;
Assert.NotEqual(0u, placedCell);
// (a) A stale position sequence is Rejected by the timestamp gate.
sink.PositionUpdated(PositionUpdate(
spawn.Guid,
0x01010041u,
positionX: 13f,
positionSequence: 1));
Assert.Equal(placedCell, remote.FullCellId);
// (c) The landblock-shaped id preserves the exact cell.
Assert.True(runtime.EntityObjects.CommitWireCellRebucket(
remote,
0x0202FFFFu));
Assert.Equal(placedCell, remote.FullCellId);
Assert.Equal(0x0202FFFFu, remote.CanonicalLandblockId);
}
/// <summary>
/// D1's missile gate. The graphical route sends a BOUND projectile's
/// accepted Position to the canonical projectile placement owner and
/// returns before AD-60's W2, so no wire cell is committed for it; the
/// no-window route must not invent one. An UNBOUND Missile-flagged
/// record takes the ordinary remote tail in both hosts — the same
/// distinction <see cref="Entities.RuntimeProjectilePositionKindTests"/>
/// pins on the classifier, asserted here on the residency write.
/// </summary>
[Fact]
public void BoundProjectilePosition_CommitsNoWireCell_UnboundMissileDoes()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
using var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000),
new FixtureTransport());
// Content-less direct host: legacy registration, no residence lease,
// so the packet reaches the wire-cell decision with nothing else in
// the way.
var controller = new RuntimeLiveEntitySessionController(
runtime,
session);
LiveEntitySessionSink sink = controller.CreateSink();
const uint boundGuid = 0x70000041u;
const uint unboundGuid = 0x70000042u;
sink.Spawned(SpawnAt(boundGuid, incarnation: 1, 0x01010001u));
sink.Spawned(SpawnAt(unboundGuid, incarnation: 1, 0x01010001u));
Assert.True(runtime.EntityObjects.Entities.TryGetActive(
boundGuid,
out RuntimeEntityRecord bound));
Assert.True(runtime.EntityObjects.Entities.TryGetActive(
unboundGuid,
out RuntimeEntityRecord unbound));
foreach (RuntimeEntityRecord missile in new[] { bound, unbound })
{
runtime.EntityObjects.Entities.SetFinalPhysicsState(
missile,
missile.FinalPhysicsState | PhysicsStateFlags.Missile);
}
var body = new PhysicsBody
{
Position = new System.Numerics.Vector3(10f, 10f, 5f),
Orientation = System.Numerics.Quaternion.Identity,
LastUpdateTime = 1d,
State = bound.FinalPhysicsState,
TransientState = TransientStateFlags.Active,
};
body.SnapToCell(0x01010001u, body.Position, body.Position);
runtime.EntityObjects.Entities.SetPhysicsBody(bound, body);
runtime.EntityObjects.Physics.BindProjectile(
bound,
body,
new ProjectileCollisionSphere(
System.Numerics.Vector3.Zero,
0.1f,
1f));
Assert.NotNull(bound.Projectile);
Assert.Null(unbound.Projectile);
const uint movedCell = 0x01010051u;
sink.PositionUpdated(PositionUpdate(
boundGuid,
movedCell,
positionX: 30f,
positionSequence: 2));
sink.PositionUpdated(PositionUpdate(
unboundGuid,
movedCell,
positionX: 30f,
positionSequence: 2));
Assert.Equal(0x01010001u, bound.FullCellId);
Assert.Equal(movedCell, unbound.FullCellId);
}
private static WorldSession.EntityPositionUpdate PositionUpdate(
uint guid,
uint cellId,
float positionX,
ushort positionSequence) =>
new(
guid,
new CreateObject.ServerPosition(
cellId,
positionX,
10f,
5f,
1f,
0f,
0f,
0f),
Velocity: null,
PlacementId: null,
IsGrounded: true,
InstanceSequence: 1,
PositionSequence: positionSequence,
TeleportSequence: 0,
ForcePositionSequence: 0);
/// <summary>
/// C3c: initial-residence admission requires a live session generation
/// (RuntimeInitialCreateResidenceState.CanAcceptCreate), so these direct
/// sink tests start one through the same fixture-session shape
/// DirectGameRuntimeCommandAdapterTests uses.
/// </summary>
private sealed class StartedRuntime : IDisposable
{
internal required GameRuntime Runtime { get; init; }
internal required LiveSessionHost Live { get; init; }
public void Dispose()
{
_ = Live.Stop(Runtime.Generation);
Runtime.Dispose();
}
}
private static StartedRuntime StartRuntime()
{
var operations = new FixtureGameplayOperations();
var sessionOperations = new FixtureSessionOperations();
var runtime = new GameRuntime(new GameRuntimeDependencies(
operations,
operations,
operations,
operations,
SessionOperations: sessionOperations));
operations.Bind(runtime);
var resetHost = new FixtureResetHost();
var options = new LiveSessionConnectOptions(
true,
"127.0.0.1",
9000,
"account",
"password");
var live = new LiveSessionHost(
runtime.Session,
new LiveSessionHostBindings(
new LiveSessionRoutingFactories(
_ => new FixtureEventRoute(),
_ => new FixtureCommandRoute()),
generation => runtime.ResetGeneration(generation, resetHost),
new LiveSessionSelectionBindings(
id => runtime.PlayerIdentity.ServerGuid = id,
_ => { },
runtime.CommunicationOwner.Chat.SetLocalPlayerGuid,
_ => { },
_ => { },
runtime.ActionOwner.Combat.Clear),
new LiveSessionEnteredWorldBindings(
_ => { },
() => { },
() => { },
_ => { },
() => { }),
(_, _, _) => { },
() => { }),
options);
LiveSessionStartResult startResult = live.Start(options);
Assert.Equal(LiveSessionStartStatus.Connected, startResult.Status);
Assert.NotEqual(0UL, runtime.Generation.Value);
return new StartedRuntime { Runtime = runtime, Live = live };
}
private static void CommitLandblockCollision(
GameRuntime runtime,
uint landblockId)
{
runtime.EntityObjects.Physics.SetPosition.BeginCollisionGeneration(
landblockId, 1UL);
runtime.EntityObjects.Physics.Engine.AddLandblock(
landblockId,
new TerrainSurface(new byte[81], new float[256]),
Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(),
worldOffsetX: 0f,
worldOffsetY: 0f);
runtime.EntityObjects.Physics.SetPosition.CommitCollisionGeneration(
landblockId, 1UL, ready: true);
// 670f307c: a remote conductor resolves its landblock-local Create
// origin through Runtime's world frame
// (RuntimeSetPositionState.PrepareMover:1526-1544) and parks on
// RetrySetupUnavailable until that frame exists. Production publishes
// it from the accepted local-player Create
// (RuntimeEntityObjectLifetime.RegisterEntityCore:558-570), which
// always precedes broadcast Creates. Model it with the resident
// landblock it belongs to, so these direct-sink tests keep asserting
// exact single-entity ledgers.
runtime.EntityObjects.Physics.ObserveLocalWorldFrame(
landblockId | 0x0001u,
teleportAdvanced: false);
}
private static RuntimeFirstEntryDriveController CreateDrive(
GameRuntime runtime) =>
new(
runtime.EntityObjects,
runtime.Clock,
new UnusedCollisionSource(),
() => PlayerMovementConstructionOptions.Fallback,
static _ => new RuntimeLocalPlayerPhysicsActivationPreparation(
Radius: 0.48f,
Height: 1.835f,
RuntimeLocalPlayerShadowDisposition.ProvenShapeless));
private static void DrainFirstEntry(
GameRuntime runtime,
RuntimeFirstEntryDriveController drive)
{
for (int attempt = 0; attempt < 8 && drive.PendingCount != 0; attempt++)
{
drive.DriveAll();
DrainPlacementFifo(runtime);
}
Assert.Equal(0, drive.PendingCount);
}
/// <summary>
/// Drains/acknowledges every still-pending placement receipt (the
/// ExecutorCompleted correlation is reaped by its acknowledgement) the
/// way a host subscription would.
/// </summary>
private static void DrainPlacementFifo(GameRuntime runtime)
{
while (runtime.EntityObjects.Physics.SetPosition.TryPeekProjection(
out AcDream.Runtime.Physics.RuntimePlacementProjectionSnapshot head))
{
if (!runtime.EntityObjects.Physics.SetPosition
.AcknowledgeProjection(head.Token))
{
break;
}
}
}
private sealed class UnusedCollisionSource
: AcDream.Content.IPreparedCollisionSource
{
public AcDream.Content.PreparedAssetPresence ProbeCollision(
AcDream.Content.Pak.PakAssetType type,
uint sourceFileId) =>
AcDream.Content.PreparedAssetPresence.Available;
public AcDream.Content.PreparedCollisionReadResult<
AcDream.Core.Physics.FlatSetupCollision> ReadSetupCollision(
uint sourceFileId,
CancellationToken cancellationToken = default) =>
AcDream.Content.PreparedCollisionReadResult<
AcDream.Core.Physics.FlatSetupCollision>.Missing;
public AcDream.Content.PreparedCollisionReadResult<
AcDream.Core.Physics.FlatGfxObjCollisionAsset> ReadGfxObjCollision(
uint sourceFileId,
CancellationToken cancellationToken = default) =>
throw new NotSupportedException();
public AcDream.Content.PreparedCollisionReadResult<
AcDream.Core.Physics.FlatCellStructureCollisionAsset>
ReadCellStructureCollision(
uint sourceFileId,
CancellationToken cancellationToken = default) =>
throw new NotSupportedException();
public AcDream.Content.PreparedCollisionReadResult<
AcDream.Core.Physics.FlatEnvCellTopology> ReadEnvCellTopology(
uint sourceFileId,
CancellationToken cancellationToken = default) =>
throw new NotSupportedException();
public AcDream.Content.PreparedCollisionSourceStats CollisionStats =>
default;
public void Dispose()
{
}
}
private sealed class FixtureSessionOperations : ILiveSessionOperations
{
public IPEndPoint ResolveEndpoint(string host, int port) =>
new(IPAddress.Loopback, port);
public WorldSession CreateSession(IPEndPoint endpoint) =>
new(endpoint, new FixtureTransport());
public void Connect(WorldSession session, string user, string password)
{
}
public CharacterList.Parsed GetCharacters(WorldSession session) =>
new(
0u,
[new CharacterList.Character(0x50000001u, "Direct", 0u)],
[],
11,
"account",
true,
true);
public void EnterWorld(WorldSession session, int activeCharacterIndex)
{
}
public void Tick(WorldSession session)
{
}
public void DisposeSession(WorldSession session) =>
session.Dispose();
}
private sealed class FixtureEventRoute : ILiveSessionEventRouting
{
public void Attach()
{
}
public void Dispose()
{
}
}
private sealed class FixtureCommandRoute : ILiveSessionCommandRouting
{
public void Activate()
{
}
public void Dispose()
{
}
}
private sealed class FixtureResetHost : IRuntimeGenerationResetHost
{
public void RetireEntityProjection(RuntimeEntityRecord entity)
{
}
public void DrainEntityProjectionBoundary()
{
}
public void CompleteEntityProjectionRetirement()
{
}
}
private static WorldSession.EntitySpawn Spawn(
uint guid,
ushort incarnation) =>
SpawnAt(guid, incarnation, 0x01010001u);
/// <summary>
/// C4 route 7 D5 gate: <see cref="Spawn"/> parametrized over the wire
/// landblock, so a parent and a child can be seeded at DISTINCT cells —
/// equality after the D5 commit can then only come from the
/// propagation write, never from a coincidental shared default.
/// </summary>
private static WorldSession.EntitySpawn SpawnAt(
uint guid,
ushort incarnation,
uint landblockId)
{
var position = new CreateObject.ServerPosition(
landblockId,
10f,
10f,
5f,
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: incarnation);
var physics = new PhysicsSpawnData(
RawState: (uint)PhysicsStateFlags.ReportCollisions,
Position: position,
Movement: null,
AnimationFrame: null,
SetupTableId: null,
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,
null,
[],
[],
[],
null,
null,
"direct entity",
null,
null,
null,
PhysicsState: physics.RawState,
InstanceSequence: incarnation,
MovementSequence: 1,
ServerControlSequence: 1,
PositionSequence: 1,
Physics: physics);
}
private sealed class FixtureTransport : IWorldSessionTransport
{
public void Send(ReadOnlySpan<byte> datagram)
{
}
public void Send(
IPEndPoint remote,
ReadOnlySpan<byte> datagram)
{
}
public int Receive(
Span<byte> destination,
TimeSpan timeout,
out IPEndPoint? from)
{
from = null;
return -1;
}
public ValueTask<NetReceiveResult> ReceiveAsync(
Memory<byte> destination,
CancellationToken cancellationToken) =>
ValueTask.FromException<NetReceiveResult>(
new OperationCanceledException(cancellationToken));
public void Dispose()
{
}
}
private sealed class FixtureWorldProjection
: IRuntimeDirectWorldProjection
{
public int SpawnCount { get; private set; }
public int PositionCount { get; private set; }
public int TeleportStartCount { get; private set; }
public int PrepareCount { get; private set; }
public int CenterOnForceCount { get; private set; }
public RuntimeEntityRecord? LastCenteredRecord { get; private set; }
public bool LastSpawnWasLocal { get; private set; }
public bool LastPositionWasLocal { get; private set; }
public PositionTimestampDisposition LastPositionDisposition
{
get;
private set;
}
public RuntimeEntityRecord? LastRecord { get; private set; }
public RuntimeTeleportDestination LastDestination { get; private set; }
public void ProjectSpawn(
RuntimeEntityRecord record,
bool isLocalPlayer)
{
SpawnCount++;
LastRecord = record;
LastSpawnWasLocal = isLocalPlayer;
}
public void ProjectPosition(
RuntimeEntityRecord record,
bool isLocalPlayer,
PositionTimestampDisposition disposition)
{
PositionCount++;
LastRecord = record;
LastPositionWasLocal = isLocalPlayer;
LastPositionDisposition = disposition;
}
public void CenterOnAcceptedForcePosition(RuntimeEntityRecord record)
{
CenterOnForceCount++;
LastCenteredRecord = record;
}
public void BeginTeleport() => TeleportStartCount++;
public RuntimeDestinationReadiness PrepareDestination(
long revealGeneration,
RuntimeTeleportDestination destination,
RuntimeWorldHostProjectionToken portal)
{
PrepareCount++;
LastDestination = destination;
bool indoor = (destination.CellId & 0xFFFFu) >= 0x0100u;
return new RuntimeDestinationReadiness(
revealGeneration,
destination.CellId,
indoor,
IsUnhydratable: false,
RequiredRenderRadius: indoor ? 0 : 1,
IsRenderNeighborhoodReady: true,
AreCompositeTexturesReady: true,
IsCollisionReady: true);
}
}
private sealed class FixtureGameplayOperations
: IRuntimeCombatAttackOperations,
IRuntimeCombatTargetOperations,
IRuntimeCombatModeOperations,
IRuntimeSpellCastOperations
{
private GameRuntime? _runtime;
public void Bind(GameRuntime runtime) => _runtime = runtime;
public bool CanStartAttack() => false;
public void PrepareAttackRequest()
{
}
public bool SendAttack(AttackHeight height, float power) => false;
public void SendCancelAttack()
{
}
public bool IsDualWield => false;
public bool PlayerReadyForAttack => false;
public bool AutoRepeatAttack => false;
public bool AutoTarget => false;
public uint? SelectClosestTarget() => null;
public bool IsInWorld => _runtime?.Session.IsInWorld == true;
public IReadOnlyList<ClientObject> GetOrderedEquipment() => [];
public void NotifyExplicitCombatModeRequest()
{
}
public void SendChangeCombatMode(CombatMode mode)
{
}
public uint LocalPlayerId =>
_runtime?.PlayerIdentity.ServerGuid ?? 0u;
public bool CanSend => false;
public bool HasRequiredComponents(uint spellId) => false;
public bool IsTargetCompatible(
uint targetId,
SpellMetadata spell,
bool showMessage) => false;
public void StopCompletely()
{
}
public void SendUntargeted(uint spellId)
{
}
public void SendTargeted(uint targetId, uint spellId)
{
}
public void DisplayMessage(string message)
{
}
public void IncrementBusy()
{
}
}
}