test(M00): diagnose waterfall tile ownership
Work-Package: M00-QAR-TILE-OWNERSHIP-001 Agent: sindo-main-codex Tests: strict five-point terrain probe, coordination and documentation gates Fidelity: tile 30_49 ownership is healthy; exact ray miss classified as triangle seam
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@@ -112,10 +112,18 @@ func _sample_terrain(world: Node3D, world_position: Vector3) -> Dictionary:
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highest_terrain_height = terrain_height
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intersected_tile_key = tile_key
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if not is_finite(highest_terrain_height):
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return {
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var missing_result := {
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"status": "no_intersection" if ready_mesh_count > 0 else "mesh_not_ready",
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"tile": "%d_%d" % [tile_coordinate.x, tile_coordinate.y],
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}
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missing_result.merge(_tile_runtime_diagnostic(world, String(missing_result.tile), world_position), true)
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if bool(missing_result.get("quality_mesh_present", false)) or bool(missing_result.get("tile_lod_mesh_present", false)):
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missing_result["status"] = "no_intersection"
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missing_result.merge(_nearest_terrain_sample(world, world_position), true)
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if missing_result.get("nearest_sample_distance", null) != null:
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missing_result["status"] = "sampled_nearby"
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missing_result["terrain_height"] = float(missing_result.nearest_sample_height)
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return missing_result
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return {
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"status": "sampled",
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"tile": intersected_tile_key,
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@@ -146,6 +154,70 @@ func _intersect_terrain_state(state: Dictionary, world_position: Vector3):
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return world_hit.y
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func _tile_runtime_diagnostic(world: Node3D, tile_key: String, world_position: Vector3) -> Dictionary:
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var available_tiles: Dictionary = world.get("_available_tiles")
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var loading_tasks: Dictionary = world.get("_tile_loading_tasks")
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var tile_states: Dictionary = world.get("_tile_states")
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var load_queue: Array = world.get("_tile_load_queue")
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var queued_index := -1
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for index in load_queue.size():
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var request: Dictionary = load_queue[index]
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if String(request.get("key", "")) == tile_key:
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queued_index = index
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break
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var diagnostic := {
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"available": available_tiles.has(tile_key),
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"queued_index": queued_index,
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"loading": loading_tasks.has(tile_key),
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"state_present": tile_states.has(tile_key),
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"load_queue_size": load_queue.size(),
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}
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if tile_states.has(tile_key):
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var state: Dictionary = tile_states[tile_key]
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var quality_mesh: Mesh = state.get("quality_terrain_mesh", null)
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var tile_lod_mesh: Mesh = state.get("tile_lod_mesh", null)
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diagnostic["quality_mesh_present"] = quality_mesh != null
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diagnostic["tile_lod_mesh_present"] = tile_lod_mesh != null
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diagnostic["quality_source"] = String(state.get("quality_terrain_source", ""))
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diagnostic["tile_lod"] = int(state.get("tile_lod", -1))
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var tile_root := state.get("root", null) as Node3D
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if tile_root != null:
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var local_position := tile_root.global_transform.affine_inverse() * world_position
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diagnostic["tile_root_position"] = _vector3_array(tile_root.global_position)
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diagnostic["probe_local_position"] = _vector3_array(local_position)
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var diagnostic_mesh := quality_mesh if quality_mesh != null else tile_lod_mesh
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if diagnostic_mesh != null:
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var mesh_aabb := diagnostic_mesh.get_aabb()
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diagnostic["mesh_aabb_position"] = _vector3_array(mesh_aabb.position)
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diagnostic["mesh_aabb_size"] = _vector3_array(mesh_aabb.size)
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return diagnostic
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func _nearest_terrain_sample(world: Node3D, world_position: Vector3) -> Dictionary:
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var tile_states: Dictionary = world.get("_tile_states")
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for radius in [2.0, 5.0, 10.0, 20.0, 40.0]:
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for offset in [Vector2(radius, 0.0), Vector2(-radius, 0.0), Vector2(0.0, radius), Vector2(0.0, -radius)]:
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var sample_position := world_position + Vector3(offset.x, 0.0, offset.y)
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var sample_tile := Vector2i(
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int(floor(sample_position.x / TILE_SIZE)),
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int(floor(sample_position.z / TILE_SIZE)))
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var sample_key := "%d_%d" % [sample_tile.x, sample_tile.y]
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if not tile_states.has(sample_key):
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continue
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var height_variant = _intersect_terrain_state(tile_states[sample_key], sample_position)
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if height_variant != null:
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return {
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"nearest_sample_distance": radius,
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"nearest_sample_height": float(height_variant),
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"nearest_sample_tile": sample_key,
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}
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return {"nearest_sample_distance": null}
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func _vector3_array(value: Vector3) -> Array[float]:
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return [value.x, value.y, value.z]
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func _vector3(value_variant) -> Vector3:
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if not (value_variant is Array) or value_variant.size() != 3:
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return Vector3.ZERO
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