"""Check production local spline splitting against native MoveSpline validation.""" from pathlib import Path import subprocess,tempfile root=Path(__file__).resolve().parents[2] s=(root/'src/server/game/World/ClientlessTravelMgr.cpp').read_text() a=s.index(' std::vector spline;');b=s.index(' if (spline.size() < 2)',a) build=s[a:b] n=(root/'src/server/game/Movement/Spline/MoveSpline.cpp').read_text() a=n.index('bool MoveSplineInitArgs::_checkPathLengths()');b=n.index('\n/// ===',a);native=n[a:b] code=r''' #include #include #include #include #include #include using uint32=uint32_t; constexpr float MAX_LOCAL_SPLINE_LENGTH=45; struct Vector3{ float x=0,y=0,z=0; Vector3 operator-(Vector3 b)const{return {x-b.x,y-b.y,z-b.z};} Vector3 operator+(Vector3 b)const{return {x+b.x,y+b.y,z+b.z};} Vector3 operator/(float f)const{return {x/f,y/f,z/f};} float length()const{return std::hypot(std::hypot(x,y),z);} }; struct Position:Vector3{ void Relocate(float a,float b,float c,float){x=a;y=b;z=c;} float GetPositionX()const{return x;}float GetPositionY()const{return y;}float GetPositionZ()const{return z;} }; struct Player{float GetPositionX(){return 0;}float GetPositionY(){return 0;}float GetPositionZ(){return 0;}float GetOrientation(){return 0;}}; float Distance3D(float ax,float ay,float az,float bx,float by,float bz){return (Vector3{ax,ay,az}-Vector3{bx,by,bz}).length();} struct MoveSplineInitArgs{std::vectorpath;struct{bool UncompressedPath=false;}flags;bool _checkPathLengths();}; '''+native+'\nstd::vector Build(Player* player,std::vector const& points){\n'+build+'\nreturn spline;\n}\n'+r''' void check(std::vector const& p){ assert(p.size()>=2);MoveSplineInitArgs native;float length=0; for(auto v:p)native.path.push_back({v.x,v.y,v.z}); assert(native._checkPathLengths()); for(std::size_t i=1;i=0.1f);length+=d;} assert(length<=45.001f); } int main(){ Player p; // Native validation really rejects the old tiny clipped remainder. MoveSplineInitArgs bad;bad.path={{0,0,0},{44.95f,0,0},{45,0,0}};assert(!bad._checkPathLengths()); auto clipped=Build(&p,{{0,0,0},{4,0,0},{20,0,0},{44.95f,0,0},{49,0,0}}); check(clipped);assert(clipped.back().x==44.95f); auto tiny=Build(&p,{{0,0,0},{1,0,0},{1.06f,0,0},{2,0,0}});check(tiny);assert(tiny.size()==3); auto normal=Build(&p,{{0,0,0},{10,0,0},{30,0,0},{50,0,0}});check(normal);assert(normal.back().x==45); std::mt19937 rng(26);std::uniform_real_distribution step(0.001f,5); for(int trial=0;trial<1000;++trial){std::vector points{{0,0,0}};float x=0;for(int i=0;i<60;++i){x+=step(rng);points.push_back({x,0,0});}check(Build(&p,points));} } ''' with tempfile.TemporaryDirectory(prefix='vcore-spline-split-') as folder: cpp=Path(folder)/'test.cpp';binary=Path(folder)/'test';cpp.write_text(code) subprocess.run(['c++','-std=c++17',str(cpp),'-o',str(binary)],check=True) subprocess.run([str(binary)],check=True) print('Production local spline clipping passes native path-length validation, tiny remainders and 1000 sampled paths.')