fix(physics): restore retail step-down placement validation

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Erik 2026-07-31 13:13:09 +02:00
parent 4fbd93ecdb
commit 1fd5da67b4
4 changed files with 333 additions and 38 deletions

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@ -118,7 +118,7 @@ accepted-divergence entries (#96, #49, #50).
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## 3. Documented approximation (AP) — 88 active rows (AP-3/AP-4 retired 2026-07-31 at Campaign P Slice 1B — `transitional_insert` and `edge_slide` now preserve retail's valid-contact early return and Branch-1-first order; AP-127 retired 2026-07-31 by #268 — the complete augmentation chain is shared by character UI and Runtime movement; AP-30 retired 2026-07-30 by the movement parity audit — retail Frame::is_equal genuinely uses the 0.0002 epsilon [byte-confirmed], so the row recorded a NON-divergence; acdream already matches; AP-129 narrowed 2026-07-30 at the P4 Opus review fix — `CanMoveInto`/`RestrictionDB::IsAllowedIn` are now ported and fed end-to-end (CreateObject HouseOwner/HouseRestrictions/Monarch tail fields + live `House_UpdateRestrictions 0x0248`, resolved through `PhysicsEngine.Objects`), retiring the original "CanMoveInto entirely unmodeled, unconditional fail-closed" gap the row described — the review was triggered by `RestrictionObjPrevalenceInspectionTests` showing 103,766 of 729,888 installed EnvCells (the whole housing estate) carry a baked `RestrictionObj`, so the unconditional fail-closed default would have locked every house for every player including its own owner; AP-10 retired 2026-07-30 at Campaign P Slice P4 — restored retail's 0.1 m dry-corner water sink-in, full suite green proving the sticky-bit no-regression argument; AP-71 retired same slice — `check_entry_restrictions` ported at the head of the indoor `FindEnvCollisions` branch, `CellPhysics.RestrictionObj` wired from the DAT-baked `EnvCell` field in both the dev and production caching paths; AP-128 filed 2026-07-30 at the P3 Opus review — PK-timer clock basis; AP-25 retired 2026-07-30 at Campaign P Slice P1 — the vitae/enchantment-aware run/jump skill chain; AP-7 retired 2026-07-30 at Campaign P Slice P2 — `calc_friction`'s threshold ported to retail's confirmed 0.25f; its still-open cos(10°)-vs-0.99999536f Sledding constant question moved to AD-55)
## 3. Documented approximation (AP) — 87 active rows (AP-5 retired 2026-07-31 at Campaign P Slice 2A — every successful `step_down` now performs retail's final `PLACEMENT_INSERT`; AP-3/AP-4 retired 2026-07-31 at Campaign P Slice 1B — `transitional_insert` and `edge_slide` now preserve retail's valid-contact early return and Branch-1-first order; AP-127 retired 2026-07-31 by #268 — the complete augmentation chain is shared by character UI and Runtime movement; AP-30 retired 2026-07-30 by the movement parity audit — retail Frame::is_equal genuinely uses the 0.0002 epsilon [byte-confirmed], so the row recorded a NON-divergence; acdream already matches; AP-129 narrowed 2026-07-30 at the P4 Opus review fix — `CanMoveInto`/`RestrictionDB::IsAllowedIn` are now ported and fed end-to-end (CreateObject HouseOwner/HouseRestrictions/Monarch tail fields + live `House_UpdateRestrictions 0x0248`, resolved through `PhysicsEngine.Objects`), retiring the original "CanMoveInto entirely unmodeled, unconditional fail-closed" gap the row described — the review was triggered by `RestrictionObjPrevalenceInspectionTests` showing 103,766 of 729,888 installed EnvCells (the whole housing estate) carry a baked `RestrictionObj`, so the unconditional fail-closed default would have locked every house for every player including its own owner; AP-10 retired 2026-07-30 at Campaign P Slice P4 — restored retail's 0.1 m dry-corner water sink-in, full suite green proving the sticky-bit no-regression argument; AP-71 retired same slice — `check_entry_restrictions` ported at the head of the indoor `FindEnvCollisions` branch, `CellPhysics.RestrictionObj` wired from the DAT-baked `EnvCell` field in both the dev and production caching paths; AP-128 filed 2026-07-30 at the P3 Opus review — PK-timer clock basis; AP-25 retired 2026-07-30 at Campaign P Slice P1 — the vitae/enchantment-aware run/jump skill chain; AP-7 retired 2026-07-30 at Campaign P Slice P2 — `calc_friction`'s threshold ported to retail's confirmed 0.25f; its still-open cos(10°)-vs-0.99999536f Sledding constant question moved to AD-55)
Wave-0 UI ledger repair (2026-07-10) retired stale AP-38, resolved the AP-84
collision, restored overwritten paperdoll rows as AP-92/AP-93, and registered
@ -130,7 +130,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| ~~AP-3~~ | **RETIRED 2026-07-31 (Campaign P Slice 1B).** `TransitionalInsert` now returns `OK_TS` immediately for every valid contact plane. Its ordinary StepDown tail is reachable only from invalid contact and retains the retail Contact / `!sphere_path.step_down` / check-cell / ObjectInfo.StepDown gates plus the exact one-versus-two-sphere probe split. | `src/AcDream.Core/Physics/TransitionTypes.cs` (`TransitionalInsert`, `GetStepDownProbePlan`); `tests/AcDream.Core.Tests/Physics/RetailEdgeResponseOrderingTests.cs` | — | — | `CTransition::transitional_insert` 0x0050B6F0, named-retail pseudo-C pc:273191273307 |
| ~~AP-4~~ | **RETIRED 2026-07-31 (Campaign P Slice 1B).** `EdgeSlideAfterStepDownFailed` now evaluates retail Branch 1 (`!OnWalkable || !EdgeSlide` → restore + `OK_TS`) before the steep-contact `CliffSlide` branch. The former compensation is removed. | `src/AcDream.Core/Physics/TransitionTypes.cs` (`EdgeSlideAfterStepDownFailed`); `tests/AcDream.Core.Tests/Physics/RetailEdgeResponseOrderingTests.cs` | — | — | `CTransition::edge_slide` 0x0050B3D0, named-retail pseudo-C pc:273001273090 |
| AP-5 | Step-down skips Placement validation for the contact-maintenance call (`runPlacement=false`); ACE/retail run it unconditionally (kept for DoStepUp) | `src/AcDream.Core/Physics/TransitionTypes.cs:3393` | Residual wall-slide artifacts made Placement misfire, leaving players stuck near walls; the skip was the targeted L.2.3h fix | Step-down can settle into positions Placement would reject — slight wall embedding, or accepting a step-down through overlap geometry retail catches | `CTransition::step_down` pc:272952; ACE Transition.cs:731-741 |
| ~~AP-5~~ | **RETIRED 2026-07-31 (Campaign P Slice 2A).** `DoStepDown` no longer accepts a caller-controlled `runPlacement` bypass. After the transitional support probe and retail `check_walkables` gate succeed, ordinary contact maintenance, edge-slide back-probes, and StepUp all switch to `PLACEMENT_INSERT`, reset `walk_interp` to 1, run the final insertion, restore the prior insert type, and accept only `OK_TS`. The former wall-slide justification is addressed at the actual placement dispatcher boundary: its retail epsilon-shaved overlap test permits exact wall tangency but rejects real penetration; no StepDown path skips validation. | `src/AcDream.Core/Physics/TransitionTypes.cs` (`DoStepDown`); `src/AcDream.Core/Physics/BSPQuery.cs` / `FlatBspQuery.cs` (Placement dispatcher); `tests/AcDream.Core.Tests/Physics/RetailStepDownPlacementTests.cs` | — | — | `CTransition::step_down` 0x0050B2A0 pc:272946272998; `BSPTREE::find_collisions` Placement branch 0x0053A440 pc:323742; `CSphere::intersects_sphere` 0x00537A80; `CCylSphere::intersects_sphere` 0x0053B440 |
| ~~AP-7~~ | **RETIRED 2026-07-30 (Campaign P Slice P2) — the "state gate" was a BN decompiler artifact, not a locomotion exemption.** `calc_friction` now ports retail's confirmed 0.25f threshold (`if (angle >= 0.25f) return;`) unconditionally, no special-cased gate. The "state check at pc:276702" the old row cited is `PhysicsState.Sledding` (confirmed via ACE's `PhysicsObj.calc_friction`, references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs:2120-2141, and `SLEDDING_PS=0x800000` in acclient.h:2838) — it gates the 1.5625/6.25/near-flat friction-value OVERRIDE, not the threshold return itself; acdream had no live Sledding setter then or now (see #166 research, docs/research/2026-07-30-response-layer-edge-family-pseudocode.md §3), so the branch was simply unreachable dead code, not an exemption for ordinary walking. The reverted 2026-04-30 L.3c attempt (naive 0.0→0.25 bump, forward locomotion 3→0.16 m/s in `PlayerMovementControllerTests`) does not reproduce on the production graphical local-player path post-R6: `PlayerMovementController` zeroes `Velocity.X/Y` to exactly zero every tick before `calc_friction` runs whenever animation root motion drives the walk, so friction has no horizontal velocity left to hammer (pinned at the PhysicsBody level by `GroundedRootMotion_FrictionThreshold_DoesNotHammerLocomotionTests`). The headless/`get_state_velocity` movement-controller path and remote/NPC movers still feed real velocity into this function and remain the ones to watch if a similar regression resurfaces there. **CORRECTION (2026-07-30, same day, #265/#166 capture bisect):** the sentence above undersold the gap — `calc_friction` wasn't merely "no horizontal velocity to hammer," it was structurally UNREACHABLE with meaningful data on ANY grounded path: (a) the animation-root-motion path zeroed `Velocity.X/Y` outright every tick (the actual #265/#166 root cause, ten days pre-existing, not a Campaign-P regression), and (b) `PhysicsBody.GroundNormal` — the vector `calc_friction` dots velocity against — had ZERO production writers anywhere and silently defaulted to `Vector3.UnitZ` forever, so even surviving velocity would have been tested against a fake flat-ground normal on any real slope. Both gaps are now closed: `PlayerMovementController.cs`'s grounded block no longer reconstructs `Velocity` for the animation-root-motion case, and `PhysicsEngine.cs` syncs `body.GroundNormal` from the committed `ContactPlane.Normal` at the same commit point that already publishes `ContactPlane`. The 0.25f threshold port itself (this row's original subject) was always correct — it just had nothing real to operate on until this fix. See `docs/research/2026-07-30-265-capture-bisect.md`'s as-fixed addendum. | `src/AcDream.Core/Physics/PhysicsBody.cs` (`calc_friction`); `src/AcDream.Core/Physics/PhysicsEngine.cs` (`GroundNormal` wiring); `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs` (grounded-velocity fix); `tests/AcDream.Core.Tests/Physics/PhysicsBodyTests.cs` (AP-7 test block); `tests/AcDream.Core.Tests/Physics/Issue265SteepSlopeCaptureBisectTests.cs`; `tests/AcDream.Runtime.Tests/Gameplay/PlayerMovementControllerTests.cs` | — | — | `CPhysicsObj::calc_friction` pc:276694-276822 (0050ee70); ACE `PhysicsObj.calc_friction` PhysicsObj.cs:2120-2141; `docs/research/2026-07-30-response-layer-edge-family-pseudocode.md` §1; `docs/research/2026-07-30-265-capture-bisect.md` |
| ~~AP-10~~ | **RETIRED 2026-07-30 (Campaign P Slice P4) — the retail 0.1 m dry-corner water sink-in is restored.** `TerrainSurface.SampleWaterDepth` (`src/AcDream.Core/Physics/TerrainSurface.cs`) now returns 0.1 for a partially-water cell's dry corner instead of the collapsed 0. The row's own "destabilizes the touch check" justification turned out to be structurally true of retail too (a skipped `SetContactPlane` reassertion is not a fall in ANY of retail/ACE/acdream, because `Contact`/`OnWalkable` are STICKY — `PhysicsEngine.ResolveWithTransition`'s `onGround` computation ORs the fresh per-call `ContactPlaneValid` with the seeded, persistent `PhysicsBody.TransientState.OnWalkable` bit) — traced and confirmed in this slice; see `docs/research/2026-07-29-remote-and-world-specials-pseudocode.md` §5.2. `PhysicsEngine.SampleTerrainWalkable`'s `isWater = waterDepth >= 0.45f` threshold means the restore does not flip the dry corner's water classification (0.1 still < 0.45) only the sink-in depth changes. Full Release suite green (no regression) proves the sticky-bit argument held in practice, not just in theory. | `src/AcDream.Core/Physics/TerrainSurface.cs` (`SampleWaterDepth`) | | | `ObjCell.get_water_depth` / `calc_water_depth` (via ACE port); `docs/research/2026-07-29-remote-and-world-specials-pseudocode.md` §5.1-5.2 |
| AP-11 | Hand-authored 4-keyframe fallback sky set (sunrise/noon/sunset, fog ~80350 m) when the Region dat isn't loaded yet | `src/AcDream.Core/World/SkyState.cs:167` | A renderable sky is needed during boot before the Region dat parses; safety net on region-load failure | Any window where the fallback is active shows sky/fog lighting only roughly resembling retail's dat-driven values | SkyTimeOfDay keyframes, Region dat 0x13000000 |

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@ -1096,9 +1096,9 @@ excerpt summaries:
guard.
`TransitionTypes.cs` now follows that order exactly. AP-3, AP-4, AD-53, and
AD-54 are retired together. The implementation deliberately preserves the
existing ordinary-tail `runPlacement: false` choice and does not alter TS-4's
Path-6 steep-polygon shortcut.
AD-54 are retired together. Slice 1B deliberately left the ordinary-tail
`runPlacement: false` choice for the following AP-5-specific slice and did not
alter TS-4's Path-6 steep-polygon shortcut. Slice 2A below closes AP-5.
`RetailEdgeResponseOrderingTests` pins every distinguishing branch: valid
steep-contact early return, the one/two-sphere probe schedule,
@ -1133,4 +1133,40 @@ graph and prepared-flat runs compare every `ResolveResult` field and every
persistent `PhysicsBody` field by raw float/double bits, including the ordered
walkable vertex payload.
## 9. Campaign P Slice 2A closeout — mandatory StepDown placement (2026-07-31)
The complete `CTransition::step_down` body at `0x0050B2A0`
(pseudo-C:272946272998) has no caller-controlled validation choice. It resets
`walk_interp` to 1, performs the transitional downward/support probe, applies
the `EdgeSlide && !StepUp` walkable-support gate, and then always:
1. saves `sphere_path.insert_type`;
2. installs `PLACEMENT_INSERT`;
3. calls `CTransition::transitional_insert(this, 1)`;
4. restores the saved insert type; and
5. returns true only for `OK_TS`.
This is the same tail for normal grounded contact maintenance, the
`edge_slide` current-position back-probe, and StepUp. The former acdream
`runPlacement: false` argument on the first two callers was therefore a real
behavioral divergence, not a caller-specific retail mode.
The historical justification for the bypass was a wall-slide candidate that
Placement rejected. The correct boundary is the Placement dispatcher, not
StepDown. Retail's BSP, sphere, and cylinder Placement branches are pure
occupancy tests and shave `PhysicsGlobals.EPSILON` from their effective reach.
The current graph and prepared-flat dispatchers already implement that rule:
an exactly tangent sphere remains valid while penetration beyond the retail
epsilon is rejected. With the response-order fixes from §8 in place, restoring
the mandatory placement tail does not reproduce the old wall stall.
`RetailStepDownPlacementTests` pins the mechanism end to end for one- and
two-sphere movers, ordinary contact maintenance, StepUp, and a supported
candidate that overlaps only during final Placement. It also compares graph
and prepared-flat Placement at exact wall tangency and beyond-epsilon overlap.
The existing multi-frame roof/edge fixtures continue to compare the complete
`ResolveResult` and persistent `PhysicsBody` state by raw bits, and the #273,
#271, #185, StepUp, transition-retry, and TS-4 controls remain unchanged. AP-5
is retired; TS-4 is intentionally untouched.
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