docs #137: corridor phantom characterized — PortalSide polys solid + sliding-normal wedge

Facility Hub corridor repro (probe + dat evidence, both mechanisms
pinned):

1. PortalSide portal polygons live IN CellStruct.PhysicsPolygons and
   acdream collides with them as plain solid geometry. Cell
   0x8A02016E's portals to 0x011E (polys 1/3/5, flags=PortalSide) are
   present in the physics set while every ExactMatch portal in the
   same cell is absent — the cell's rotation maps those portal planes
   to the world -X wall the player hit mid-corridor
   (launch-175-verify2.log:42858, n=(-1,0,0)). Retail must honor the
   portal side; oracle grep required before fixing.

2. After the single seam hit, the body-persisted SlidingNormal
   projects every subsequent forward offset to exactly zero in
   AdjustOffset - the step aborts BEFORE any collision test can
   update state (ok=False hit=no, zero advance), an absorbing wedge
   escaped only by strafing ("push through on the side"). The #116
   slide-response family: retail re-derives slide state per frame
   (get_object_info pc:279992).

Inspection fixture: Issue137CorridorSeamInspectionTests (dumps
physics-vs-portal polygon membership for the two corridor cells).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-05 17:20:05 +02:00
parent bb18614a89
commit 17ce23ce38
2 changed files with 116 additions and 9 deletions

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@ -1183,15 +1183,32 @@ walls** in particular. (Symptoms not fully characterized yet: likely walking thr
openings that should block / blocking at openings that should pass, and door collision not
matching the door's open/closed state.)
**Root cause / status (to investigate):** dungeon collision is EnvCell-based — the cell's
collision BSP + portal openings + per-cell static objects (doors). Candidates: door
apparatus collision in EnvCells (open/closed BSP swap) not fully ported; portal-opening
(wall gap) collision geometry handled differently from buildings; the per-cell
shadow-object registration (A6.P4, see the physics digest) for dungeon EnvCell statics.
Related families: #32 (edge-slide), #116 (slide-response), the door-collision saga
(see `feedback_dedup_keys_after_cardinality_change`, `feedback_retail_per_cell_shadow_list`).
Needs a targeted repro (which door / which opening, expected vs actual) before fixing —
oracle-first per the physics digest.
**CHARACTERIZED 2026-07-05 (Facility Hub corridor repro, probe + dat evidence)
— two stacked mechanisms:**
1. **PortalSide portal polygons are IN the physics polygon set and we treat
them as solid.** Live: running the corridor, the seam crossing
`0x8A02016E → 0x8A02017A` (x≈85.25) records a wall hit with normal
(1,0,0) — straight against the movement (`launch-175-verify2.log:42858`).
Dat (`Issue137CorridorSeamInspectionTests`): cell 0x8A02016E's portals to
0x011E (polys 1/3/5, flags=**PortalSide**, no ExactMatch) are PRESENT in
`CellStruct.PhysicsPolygons` — every ExactMatch portal in the same cell is
absent from the physics set. The cell's rotation maps those local ±Y portal
planes to world ±X — the phantom mid-corridor wall. Retail must honor the
portal's SIDE (pass from one side / solid from the other, or pass when the
neighbor is loaded); we collide with the raw polygon unconditionally.
**Oracle next (MANDATORY before fixing):** grep named-retail for how
BSPTREE::find_collisions / CEnvCell treats portal-flagged physics polys
(portal_side semantics; the prep note "portal passability comes from BSP
structure" was true for ExactMatch portals only).
2. **The stale sliding normal then wedges all forward motion** (the #116
slide-response family): after the single seam hit, EVERY subsequent
forward resolve returns `ok=False hit=no` with zero advance — the
body-persisted SlidingNormal (1,0,0) projects the +X offset to exactly
zero in AdjustOffset, aborting at step 0 BEFORE any collision test could
update the state — an ABSORBING wedge escaped only by strafing ("push
through on the side"). Retail re-derives slide state per frame
(get_object_info pc:279992 governs only the NEXT frame — #116 notes);
audit who clears the body's sliding normal when no contact recurs.
**Files:** `src/AcDream.Core/Physics/` (EnvCell collision, CellTransit, the door apparatus),
`src/AcDream.Core/Physics/ShadowObjectRegistry.cs` (per-cell registration). See

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@ -0,0 +1,90 @@
using System;
using System.IO;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
using Xunit;
using Xunit.Abstractions;
using Env = System.Environment;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// #137 corridor-seam inspection (2026-07-05, Facility Hub). Live probe
/// evidence (launch-175-verify2.log:42858): crossing corridor cells
/// 0x8A02016E → 0x8A02017A at world x≈85.25 records a wall hit with normal
/// (1,0,0) — pointing straight back against the movement — after which the
/// stale sliding normal wedges all forward motion (ok=False hit=no, offset
/// projected to zero). Question this dump answers: does cell 0x8A02017A's
/// PHYSICS polygon set contain a portal-spanning polygon at its entry plane
/// (normal ≈ ±X at the portal's local X) — i.e., are portal-sealing polys in
/// our collision set where retail filters them?
/// </summary>
public class Issue137CorridorSeamInspectionTests
{
private readonly ITestOutputHelper _out;
public Issue137CorridorSeamInspectionTests(ITestOutputHelper output) => _out = output;
[Theory]
[InlineData(0x8A02016Eu)]
[InlineData(0x8A02017Au)]
public void CorridorCell_PhysicsPolysAndPortals_DatInspection(uint envCellId)
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
if (!Directory.Exists(datDir))
{
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var envCell = dats.Get<EnvCell>(envCellId);
Assert.NotNull(envCell);
_out.WriteLine($"=== EnvCell 0x{envCellId:X8} ===");
_out.WriteLine($" pos=({envCell!.Position.Origin.X:F2},{envCell.Position.Origin.Y:F2},{envCell.Position.Origin.Z:F2}) " +
$"rot=({envCell.Position.Orientation.X:F3},{envCell.Position.Orientation.Y:F3},{envCell.Position.Orientation.Z:F3},{envCell.Position.Orientation.W:F3})");
_out.WriteLine($" EnvironmentId=0x{envCell.EnvironmentId:X4} CellStructure={envCell.CellStructure}");
_out.WriteLine($" CellPortals={envCell.CellPortals.Count}");
foreach (var p in envCell.CellPortals)
_out.WriteLine($" portal poly={p.PolygonId} other=0x{p.OtherCellId:X4} flags={p.Flags}");
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell.EnvironmentId);
Assert.NotNull(environment);
Assert.True(environment!.Cells.TryGetValue(envCell.CellStructure, out var cs));
_out.WriteLine($" PhysicsPolygons={cs!.PhysicsPolygons.Count} (portal-relevant normals below)");
foreach (var (id, poly) in cs.PhysicsPolygons)
{
// Compute the face normal from the vertex fan (same math as
// PhysicsDataCache.ResolvePolygons).
var verts = poly.VertexIds;
if (verts.Count < 3) continue;
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[0], out var v0)) continue;
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[1], out var v1)) continue;
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[2], out var v2)) continue;
var n = System.Numerics.Vector3.Normalize(System.Numerics.Vector3.Cross(
v1.Origin - v0.Origin, v2.Origin - v0.Origin));
// Only print near-horizontal-normal polys (walls) — the seam wall
// candidates; floors/ceilings are noise here.
if (MathF.Abs(n.Z) > 0.3f) continue;
_out.WriteLine($" poly {id}: n=({n.X:F2},{n.Y:F2},{n.Z:F2}) v0=({v0.Origin.X:F2},{v0.Origin.Y:F2},{v0.Origin.Z:F2}) verts={verts.Count} sides={poly.SidesType} stip={poly.Stippling}");
}
// The portal polygons live in the VISUAL polygon set — print their
// ids so overlap with the physics set (same id space?) is visible.
_out.WriteLine($" VisualPolygons={cs.Polygons.Count}");
foreach (var p in envCell.CellPortals)
{
if (cs.Polygons.TryGetValue((ushort)p.PolygonId, out var vp))
{
_out.WriteLine($" portal-poly {p.PolygonId} IS in the visual set (verts={vp.VertexIds.Count})");
bool inPhysics = cs.PhysicsPolygons.ContainsKey((ushort)p.PolygonId);
_out.WriteLine($" portal-poly {p.PolygonId} in PHYSICS set: {inPhysics}");
}
}
}
}