feat(physics): C4 route 4a — remote steady-state Position through the seam
Routes the classifier's two NO-PLACEMENT remote branches — Interpolate (contact, PlayerDistance < 96 m) and NoPositionOperation (no contact) — through a Runtime-owned seam, and fixes the two divergences they carried. Teleport, far-snap and cell-less stay on the legacy App path; 4b owns them. Route 4 was split into 4a/4b after scoping put the whole route at 1,500-2,500 lines against a ~400 budget. 4a's branches perform no SetPosition, so this slice carries no deferred-cell park, no service-window guard and no allocation exposure — which is what made the split worth doing. Divergences fixed, both previously unfiled: * D1 — the NPC airborne branch hard-snapped Body.Position/Orientation and branched on the client-tracked rmState.Airborne, never consulting the wire IsGrounded bit. Retail's MoveOrTeleport @0x00516330 returns 0 at 0x0051636D and writes nothing. Player remotes were already correct; NPCs were not. * D2 — ConstrainTo was armed before the operation, unconditionally, so it fired on the airborne no-op retail skips and anchored to the PRE-move position. Retail arms it at 0x00454272, only when MoveOrTeleport returns nonzero, anchored to &arg2->m_position read live, i.e. post-move. AP-87 and TS-44 were carried deliberately, not delegated away. AP-87's three conditions — including firstUp, which one round silently dropped — are preserved as an explicit acdream policy layer applied AFTER the classifier commits to Interpolate; the two previously separate player/NPC copies are now one. TS-44 stays an NPC-only caller gate; extending sticky suppression to player remotes has no retail basis and no live evidence, so it was declined rather than absorbed. Landing is explicitly carved out of 4a's ownership on both arms. A landing packet classifies Interpolate, so an ordering slip would ENQUEUE a body that must PLANT and a creature knocked off a ledge would glide down over a packet interval. The carve-out is a named entry point returning AirborneSnap/SteadyStateInterpolate/ Legacy precisely so the PRECEDENCE is observable and testable rather than implied by statement order — that is how the slip happened once and was caught. The player/NPC asymmetry on landing is real and NOT resolved here: retail draws no such distinction, but converging them is a behaviour decision needing its own evidence. Filed into the 4b plan. Register: AP-135 filed for the two bookkeeping writes the airborne branch deliberately retains (rmState.CellId, LastServerPos/Time) — not retail's model, but load-bearing for our catch-up sweep and staleness timer, and verified not to be a canonical cell commit for ordinary remotes. AP-87 and TS-44 rewritten to describe the code. Honest remainder: App still owns branch selection, the airborne return, the cell write, the entity write and the shadow publish, and headless satisfies "both hosts drive the identical entry point" only vacuously since it returns early for remotes. That is written into the 4b bullet rather than left implicit. Cost: 364 non-comment production lines, 91% of the ~400 budget — the split did isolate the cheap half, but not by much. Do not carry "well under" into 4b's scoping. Gates: complete Release solution 10,938 passed / 4 skipped / 0 failed (pre-4a baseline 10,909). Four review rounds; the first three each introduced a new behavioural defect while fixing another, and each left a comment asserting behaviour that no longer matched — the final round's precedence matrix was traced cell-by-cell against HEAD with only the D1-intended difference. App tests call production entry points against a real WorldEntity and real classifier output, closing route 2's #292 gap rather than repeating it. Connected acceptance NOT run — needs a live second character. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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## 3. Documented approximation (AP) — 90 active rows (AP-130/AP-131/AP-132 filed 2026-08-02, continuation-executor slice; AP-1 narrowed 2026-07-31 by placement/streaming Slice 4A — the pure canonical retail `SetPosition` transaction exists, but production routes and lost-cell lifetime remain on the legacy resolver until Slice 4B; 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)
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## 3. Documented approximation (AP) — 93 active rows (AP-135 filed 2026-08-03, C4 route 4a — the airborne no-op's retained acdream bookkeeping; the stated total was 2 rows stale before that filing and is now a literal count of this section; AP-130/AP-131/AP-132 filed 2026-08-02, continuation-executor slice; AP-1 narrowed 2026-07-31 by placement/streaming Slice 4A — the pure canonical retail `SetPosition` transaction exists, but production routes and lost-cell lifetime remain on the legacy resolver until Slice 4B; 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)
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Wave-0 UI ledger repair (2026-07-10) retired stale AP-38, resolved the AP-84
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collision, restored overwritten paperdoll rows as AP-92/AP-93, and registered
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@ -239,7 +239,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
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| AP-83 | **CylCollideWithPoint PerfectClip TOI sub-branches decoded via ACE, not the binary**: the CCylSphere family port (2026-07-05, retires AP-6) reads `collide_with_point`'s PerfectClip time-of-impact math (0x0053adb6+) from ACE `CylSphere.CollideWithPoint` because the BN x87 mush is unreadable there; two ACE-verbatim quirks ported as-is (`movement.Z + radius` in the not-definite ascending case; `GlobalCurrCenter[0]` used even for head-sphere hits — the latter matches the raw decomp read). No current mover sets PerfectClip: players never do, and shipped ordinary missiles add PathClipped only. The non-PerfectClip path — SetCollisionNormal + Collided — is decomp-verified. Separately, the grounded head-sphere slide passes the HEAD disp per retail 0x0053b843 where ACE passes the foot disp — retail wins (ACE bug, not copied) | `src/AcDream.Core/Physics/TransitionTypes.cs` (`CylCollideWithPoint`; pseudocode doc `docs/research/2026-07-05-ccylsphere-collision-family-pseudocode.md` §7-8) | The load-bearing paths (non-PerfectClip Collided; the family's step-up/step-down/land) are decomp-verified; the TOI tail remains dormant unless a future mover explicitly enables PerfectClip | If a future mover explicitly enables PerfectClip, the two ACE quirks may diverge from retail — clip-through or wrong deflection on cylinder targets; re-decompile 0x0053acb0 in Ghidra before shipping that mover | `CCylSphere::collide_with_point` 0x0053acb0 (pc:324173, x87 mush from 0x0053adb6); ACE CylSphere.cs `CollideWithPoint` |
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| AP-91 | **CSphere `collide_with_point` PerfectClip TOI decoded via ACE, not the binary**: the CSphere family port reads the unreadable x87 tail from ACE `Sphere.CollideWithPoint`/`FindTimeOfCollision`; no current mover sets PerfectClip, and shipped ordinary missiles add PathClipped only | `src/AcDream.Core/Physics/TransitionTypes.cs` (`SphereCollideWithPoint`; `FindSphereTimeOfCollision`) | Load-bearing non-PerfectClip behavior is named-decomp verified; the adapted branch remains dormant unless a future mover explicitly enables PerfectClip | If a future mover explicitly enables PerfectClip, an ACE/retail TOI delta could cause clip-through or wrong sphere-target deflection | `CSphere::collide_with_point @ 0x00537230`; ACE `Sphere.CollideWithPoint` |
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| AP-86 | **Remote SHADOW-follows-resolved via a pose/cell-gated per-tick re-flood** (remote-creature de-overlap #184): every remote's collision shadow is rewritten at the resolved body position by the DR tick or authoritative UP tail, so collision remains where the creature renders and de-overlap persists. The effect matches retail, but acdream runs the full multipart cell flood whenever the body moved more than 1 cm, changed complete orientation, or crossed a cell instead of translating the existing shadow in place and relinking only when its crossed-cell set changes. Cross-cell motion now commits body/root/full-cell before the canonical rebucket callback; local and authoritative remote publishers prove exact-record spatial residency after that callback; pending projection suspends the retained shadow and cannot re-add it, including initial-pending and callback GUID-reuse cases. | `src/AcDream.App/Physics/RemotePhysicsUpdater.cs`; `src/AcDream.App/Physics/LiveEntityShadowPublisher.cs`; `src/AcDream.App/Rendering/GameWindow.cs` (local projection); `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` (authoritative UP tails); `src/AcDream.App/World/LiveEntityPresentationController.cs` (ordinary projection residency); `src/AcDream.Core/Physics/ShadowObjectRegistry.cs` (`UpdatePosition`) | The pose/cell gate is exact at de-overlap equilibrium, preserves offset/multipart shapes during in-place turns, and the resulting registered cell set matches retail; loaded/pending residency is symmetric and incarnation-scoped | A dense moving or turning crowd can still perform a full registration flood per creature per tick and create CPU/Gen0 pressure; a still crowd is gated out. Retire with an in-place move plus cell-relink-on-change implementation | `CPhysicsObj::SetPositionInternal(CTransition const*)` 0x00515330 → `change_cell`, then `remove_shadows_from_cells`/`add_shadows_to_cells` after the resolved frame/contact commit |
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| AP-87 | **NPC MoveOrTeleport placement adds a 4 m body-to-target snap + a no-Sequencer snap** beyond retail's <96 m-unconditional interpolate (remote-creature de-overlap #184, 2026-07-07): retail `CPhysicsObj::MoveOrTeleport` (0x00516330) hard-places only on the teleport-timestamp / cell==0 branch or the ≥96 m far-snap, and InterpolateTo-queues every near correction; acdream ADDS two snap conditions — `|Body.Position − worldPos| > 4 m` (a large correction / an unplaced first-UP body) and `!willBeDrTicked` (no Sequencer to consume the queue). Without them an unplaced body (origin / spawn seed) would enqueue, the InterpolationManager's 100 m far-blip would fire, and the per-tick sweep would run over a huge distance in a cell not containing the body → garbage resolved pos → the reverted attempt's INVISIBLE monster. `firstUp` (`LastServerPosTime<=0`) is a belt hint only — the 4 m guard is the load-bearing backstop | `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` (NPC MoveOrTeleport routing, `BodySnapThresholdNpc`/`willBeDrTickedNpc`) | acdream's catch-up+sweep needs the body already near the target (a valid nearby cell) for the per-frame sweep to be small; the 4 m snap keeps it there, and retail's own large-correction path (the 100 m far-blip) is upstream of it. The de-overlap sweep also uses the fixed human sphere (R 0.48 / H 1.835) for the mover regardless of creature size, so large packed creatures de-overlap at human radii — inherits **TS-46** | A grounded remote that legitimately lags >4 m from its server pos snaps (a small pop) where retail would slide; a no-Sequencer server-moved entity hard-snaps every UP (no DR smoothing). Both are rare | `CPhysicsObj::MoveOrTeleport` 0x00516330 (near-interpolate <96 m; teleport/cell-0 snap; far-snap ≥96 m); `InterpolationManager` 100 m `AutonomyBlipDistance` (the retail large-correction path) |
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| AP-87 | **Remote MoveOrTeleport placement adds a 4 m body-to-target snap + a no-Sequencer snap** beyond retail's <96 m-unconditional interpolate (remote-creature de-overlap #184, 2026-07-07; unified across player-remote and NPC-remote by C4 route 4a, 2026-08-03 — retail's disassembly makes no `this==player` distinction here either, so the two formerly-duplicated per-kind copies are now the SAME decision): retail `CPhysicsObj::MoveOrTeleport` (0x00516330) hard-places only on the teleport-timestamp / cell==0 branch or the ≥96 m far-snap, and InterpolateTo-queues every near correction; acdream ADDS two snap conditions — `|Body.Position − worldPos| > 4 m` (a large correction / an unplaced first-UP body) and `!willBeDrTicked` (no Sequencer to consume the queue). Without them an unplaced body (origin / spawn seed) would enqueue, the InterpolationManager's 100 m far-blip would fire, and the per-tick sweep would run over a huge distance in a cell not containing the body → garbage resolved pos → the reverted attempt's INVISIBLE monster. A third condition `firstUp` (`LastServerPosTime <= 0`) is RETAINED, not dropped, in the unified seam: it is a belt hint only — the 4 m guard is the load-bearing backstop — and it is structurally false for player remotes because the player-remote caller stamps `LastServerPosTime` in its diagnostic roll-forward block before it routes, so unifying the two copies on all three conditions leaves the player branch's own behaviour bit-identical | `src/AcDream.Runtime/Physics/RuntimeRemoteSteadyStatePosition.cs` (`ApplyInterpolate`, `BodySnapThreshold`); called from `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` for both the player-remote and NPC-remote near-Interpolate branches. The legacy far/cell-less/rejected fallbacks in that file still carry their own pre-existing copies of these constants until C4 route 4b deletes them | acdream's catch-up+sweep needs the body already near the target (a valid nearby cell) for the per-frame sweep to be small; the 4 m snap keeps it there, and retail's own large-correction path (the 100 m far-blip) is upstream of it. The de-overlap sweep also uses the fixed human sphere (R 0.48 / H 1.835) for the mover regardless of creature size, so large packed creatures de-overlap at human radii — inherits **TS-46** | A grounded remote that legitimately lags >4 m from its server pos snaps (a small pop) where retail would slide; a no-Sequencer server-moved entity hard-snaps every UP (no DR smoothing). Both are rare | `CPhysicsObj::MoveOrTeleport` 0x00516330 (near-interpolate <96 m; teleport/cell-0 snap; far-snap ≥96 m); `InterpolationManager` 100 m `AutonomyBlipDistance` (the retail large-correction path) |
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| AP-89 | **TransparentPartHook fade multiplies the SAMPLED TEXTURE alpha, not a separate material alpha channel** (#188, 2026-07-08 — the fading-wall secret-passage doors, e.g. "Pedestal Weak Spot"): retail's `CPhysicsPart::SetTranslucency` (0x0050e670) → `CMaterial::SetTranslucencySimple` (0x005396f0) REPLACES the D3D9 material's 4 alpha channels wholesale (`Ambient.a = Diffuse.a = Specular.a = Emissive.a = 1 − translucency`) — a per-material alpha that composes with, but is conceptually separate from, the surface's own sampled texture alpha. acdream's `mesh_modern.frag` has no material-alpha concept at all; the port multiplies the runtime fade's opacity multiplier directly against the already-sampled `color.a` (`FragColor = vec4(rgb, color.a * vOpacityMultiplier)`) | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag` (final `FragColor` line); `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` (`ClassifyBatches` `opacityMultiplier` param, `InstanceGroup.Opacities`); `src/AcDream.Core/Rendering/TranslucencyFadeManager.cs` | Observably identical to retail for any surface whose base texture alpha is 1.0 everywhere — the Pedestal Weak Spot's stone-wall texture, and the overwhelming majority of AC surfaces, since `color.a * 1.0 == color.a` and the fade multiplier alone then drives the ramp exactly as `1 − translucency` would | A hypothetical object that is BOTH already alpha-keyed/blended from its own texture (stained glass, a flame surface) AND plays a TransparentPartHook fade simultaneously would compound the two alphas (texture-alpha × fade-multiplier) instead of the fade cleanly replacing/overriding the surface's own alpha as retail's material-replace does — such an object would fade darker / more-transparent than retail, not just at retail's rate | `CPhysicsPart::SetTranslucency` 0x0050e670; `CMaterial::SetTranslucencySimple` 0x005396f0 (`alpha = 1 − translucency`, applied to all 4 D3D9 material alpha channels) |
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| AP-90 | **Radar fellowship/allegiance relationship state is modeled but not yet delivered at runtime.** `RetailRadar.GetBlipShape` and `RadarBlipColors.For` implement retail's leader/member/allegiance precedence, and `RadarSnapshotProvider` exposes a `relationshipFor(guid)` seam, but acdream does not yet maintain live fellowship membership and its `AllegianceTree` is not wired into GameWindow. PK/PKLite relationship shapes do work from PWD flags. | `src/AcDream.App/UI/Layout/RadarSnapshotProvider.cs`; `src/AcDream.Core/Ui/RetailRadar.cs`; `src/AcDream.Core/Ui/RadarBlipColors.cs` | Preserve the exact model/seam now and avoid inventing membership from names or chat; connect it when the social game-event state is ported | Fellowship members render their ordinary player color/shape instead of bright-green leader/member triangles; allegiance members render an ordinary plus instead of a hollow box | `gmRadarUI::GetBlipColor` 0x004D76F0; `gmRadarUI::GetBlipShape` 0x004D7B60 |
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| AP-92 | Private creature viewports (paperdoll and examination) render through isolated `IGpuRenderTarget`s and blit into `UiViewport`; retail renders each `CreatureMode` directly and advances a cloned `CPhysicsObj`, while examination currently refreshes its clone from the live target's animated mesh pose. **V6l narrowing (2026-07-28), V11 update (2026-07-29):** the target is backend-neutral and the blit's V origin is not assumed — `IUiViewportRenderer.TextureIsBottomUp` derives it from the backend that made the texture. With GL deleted the only answer in the tree is Vulkan's top-left origin, but the seam is kept rather than folded flat, because it costs one property and it is what let the origin question be answered by data instead of by assumption. | `src/AcDream.App/Rendering/PrivateEntityViewportRenderer.cs`; `src/AcDream.App/Rendering/PaperdollFramePresenter.cs`; `src/AcDream.App/Rendering/CreatureAppraisalPresentation.cs`; `src/AcDream.App/UI/UiViewport.cs` | Vulkan render-to-texture is the modern backend equivalent; shared live pose data provides animation without registering a second gameplay entity or duplicating the world sequencer | Alpha, lighting, state isolation, or an assessment-time cloned motion diverging later from the live target can differ from direct retail CreatureMode presentation. The origin half of this risk is closed; a FUTURE backend would have to answer `TextureIsBottomUp` for itself | `CPhysicsObj::makeObject(CPhysicsObj const*) @ 0x005144B0`; `gmPaperDollUI::PostInit @ 0x004A5360`; `BasicCreatureExamineUI::Init @ 0x004AB9C0`; `UIElement_Viewport::SetCamera`; retail `CreatureMode::Render` |
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@ -281,6 +281,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
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| AP-132 | **Filed 2026-08-02 (physics campaign, continuation-executor slice).** acdream gates queued parent relations on parent INCARNATION where retail's queue-by-GUID replay is pointer-only. Retail queues a missing-parent relation blob under the PARENT's GUID (`QueueBlobForObject` ~92326; GUID-keyed `CObjectMaint` placeholder bucket ~271082-271088) and replays it on GUID (re)creation with only an addressability check (~92312) - no PARENT INSTANCE_TS comparison anywhere on that path (retail's only instance check there is on the CHILD, ~92316-92317). acdream additionally compares the relation's `ParentInstanceSequence` at admission (pre-existing `TryApplyParent`/`Resolve` rules) and at executor replay (`ApplyReplayedParentRelation`): live-parent-newer discards, relation-newer stays queued for an exact match. The replay's child-missing arm also drops where retail would re-queue under the child's GUID; child-scoped bucket filtering (`RemoveObject`/`RemoveChild`) proactively covers the same ledger tradeoff. | `src/AcDream.Runtime/Entities/RuntimeInitialCreateContinuationExecutor.cs` (`ApplyReplayedParentRelation`); `RuntimeEntityObjectLifetime.cs` (`TryApplyParent` admission gate); `ParentAttachmentState.cs` (`Resolve` staleness rules) | The wire event names a SPECIFIC parent incarnation (`ParentEvent.Parsed.ParentInstanceSequence`) - the gate honors data the server explicitly sent. acdream's own established admission-time rules (`ParentAttachmentState.Resolve`, predating this slice) already fixed incarnation-gating as the project's parent-staleness posture; the replay path only extends that SAME posture for consistency. | Server GUID reuse between admission and replay: retail would attach the old queued relation to whatever NEW object now holds the GUID (retail's own recycling quirk); acdream discards it (parent newer) or leaves it queued (parent older) - silent loss of a relation retail would have applied, tied to server GUID-recycling cadence, not ordinary play. | Standalone parent handler 0x004535D0 (~92310-92326); `CObjectMaint::QueueBlobForObject` 0x005092D0 (~271082-271088); child instance check ~92316-92317 |
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| AP-133 | **Filed 2026-08-03 (#282).** A retail `CPhysicsObj` has exactly ONE `cell`; `ShouldDrawParticles` @0x0050fe60 reads that same field and calls `IsInView` on it, and `set_cell_id` @0x0050f4f0 / `change_cell` @0x00513390 are the only things that move it. acdream splits the concept into `WorldEntity.ParentCellId` (render parent, null for outdoor dat stabs and building shells) and `WorldEntity.EffectCellId` (authored landcell for those parentless stabs). Every consumer now resolves through the single `WorldEntity.VisibilityCellId` accessor (`ParentCellId ?? EffectCellId`); live entities carry `ParentCellId` only. | `src/AcDream.Core/World/WorldEntity.cs` (`VisibilityCellId`); writers `LandblockLoader.cs:80,97`, `LandblockBuildFactory.cs:408` | Outdoor dat stabs deliberately keep a null render parent so portal visibility does not filter them as interior geometry, yet retail still gives their physics object a landcell for particle gating. One accessor keeps the two fields from being read in conflicting orders, which is exactly how #282 arose - `EntityEffectPoseRegistry` preferred `EffectCellId` while `WbDrawDispatcher` and the remote spawn seed preferred `ParentCellId`. | A future writer that sets `EffectCellId` on a live entity re-creates #282: it wins `VisibilityCellId` while the 11 per-tick `ParentCellId` writers leave it frozen, stranding that entity's particles and lights on a stale cell so they fail `IsInView` after it crosses a boundary. | `CPhysicsObj::ShouldDrawParticles` 0x0050fe60; `CPhysicsObj::set_cell_id` 0x0050f4f0; `CPhysicsObj::change_cell` 0x00513390 |
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| AP-134 | **Filed 2026-08-03 (#297).** Retail keeps ONE `PublicWeenieDesc::_bitfield` per object and mutates it in place — `SetPlayerKillerStatus` @0x005AC7C0 rewrites bits 5/21/25 (PK `0x20` / Free `0x200000` / PKLite `0x2000000`, mutually exclusive), driven from `ACCWeenieObject::OnStatUpdated` @0x0058DF20 `case 0x86`, and `IsPK`/`IsImpenetrable`/`IsPKLite` @0x0058C8xx read that same field. acdream replicates the value into FIVE stores: `ClientObject.PublicWeenieBitfield` (the source, written only by `ClientObjectTable.UpdateIntProperty` on PropertyInt 134), `InboundPhysicsStateController._snapshots[guid].ObjectDescriptionFlags`, `RuntimeEntityRecord.Snapshot.ObjectDescriptionFlags`, the decoded `ShadowObjectRegistry` registration + per-cell `ShadowEntry.Flags`, and the local player's `RuntimeMovementSkillState` own-PWD bitfield. Coherence is maintained by two `ObjectUpdated` subscribers (`RuntimeEntityPvpBitfieldSnapshotSync` for the two snapshot stores, `LiveEntityPvpBitfieldSync` for the decoded shadow flags) plus the appearance-rebuild path re-deriving from the snapshot. The two shadow-flag writers are the SAME invalidation applied at the two edges that can invalidate it, not competing authorities. | `src/AcDream.Runtime/Entities/RuntimeEntityPvpBitfieldSnapshotSync.cs`; `src/AcDream.App/Physics/LiveEntityPvpBitfieldSync.cs`; source writer `src/AcDream.Core/Items/ClientObjectTable.cs` (`UpdateIntProperty`, PropertyInt 134); decode `EntityCollisionFlagsExt.FromPwdBitfield` | ACE never re-sends a `PublicWeenieDesc` after login (`EnqueueBroadcastUpdateObject` has zero live callers), so PropertyInt 134 over 0x02CE/0x02CD is the ONLY signal a PK status changed — a client cannot learn it from the bitfield itself. The replication exists because acdream separates wire snapshots, canonical records, and the collision shadow registry, which retail does not; each layer needs the decoded value at a different lifetime. Before #297 the snapshot stores were immutable wire captures; this commit is what converts them into write-through caches, and therefore what creates the invariant. | Any future write path that sets `ClientObject.PublicWeenieBitfield` outside `UpdateIntProperty`, or any NEW decoded cache of the PK bits, silently re-creates #297: the player walks through PKLite opponents and melee/missile admission refuses them, with no test failing. Note the same class already exists one field over — `Properties.Ints[134]` is written by `UpsertProperties` (PlayerDescription 0x0013) and `UpdateProperties` (IdentifyObjectResponse) WITHOUT mirroring into the bitfield (#300), and retail's `OnStatUpdated` also rewrites `_blipColor` (`case 0x5f`) and `_radar_enum` (`case 0x85`) which acdream ignores entirely (#301). | `PublicWeenieDesc::SetPlayerKillerStatus` 0x005AC7C0; `ACCWeenieObject::OnStatUpdated` 0x0058DF20 (`case 0x86`); `ACCWeenieObject::IsPK`/`IsImpenetrable`/`IsPKLite` 0x0058C8xx; retail `PKStatusEnum` `acclient.h:6412-6427` |
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| AP-135 | **Filed 2026-08-03 (C4 route 4a).** Retail `CPhysicsObj::MoveOrTeleport` 0x00516330 writes NOTHING on the airborne no-op (`arg4 == 0` -> `return 0` @0x0051636D), and `SmartBox::HandleReceivedPosition` 0x00453FD0 skips `ConstrainTo` with it (@0x00454272 sits inside `if (MoveOrTeleport(...) != 0)` @0x00454254). acdream honours that for every retail-modeled write — body pose, interpolation queue, leash, render entity, collision shadow, and the AP-80 velocity-derived animation cycle — but deliberately KEEPS two acdream-only per-packet bookkeeping writes on that branch: `RemoteMotion.CellId = wire landblock` and the `LastServerPos`/`LastServerPosTime` sample. This was pre-existing player-remote behaviour; route 4a extends it to NPC remotes so both arms are identical | `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` (`OnPosition`, both remote airborne-no-op returns) | The cell id is what acdream's OWN per-tick free-fall `ResolveWithTransition` sweep gates on (`rm.CellId != 0`); without it an airborne remote's sphere sweep is skipped and it falls through the floor (#42's neighbourhood). The server sample is what the first grounded packet after the arc synthesizes its velocity from; dropping it would make that velocity span the whole jump. Neither is a retail `CPhysicsObj` field being written | A remote's cell membership tracks the server's landblock during an arc where retail would keep the cell its own physics last resolved. Visible only if the server's mid-arc landblock disagrees with the client's swept cell — the wire cell is authoritative in every case acdream has observed. Retire together with the free-fall sweep gate, when the remote arc is resolved by the same transition machinery the local player uses | `CPhysicsObj::MoveOrTeleport` 0x00516330 (@0x0051636D `return 0`); `SmartBox::HandleReceivedPosition` 0x00453FD0 (@0x00454254/@0x00454272) |
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## 4. Temporary stopgap (TS) — 36 active rows (TS-62/TS-63 filed 2026-08-02, continuation-executor slice; TS-4 and TS-8 retired 2026-07-31; Campaign P's goal-enumerated physics stopgaps are now zero. TS-4's graph/flat Path-6 branches match retail's foot SetCollide/Adjusted and head CollisionNormal/Collided split with no BSP-layer sliding-normal write; TS-8's live 0x02C2 carries its complete StatMod through the canonical enchantment record and updates effective stats immediately. Campaign P P7 2026-07-30: TS-25 retired — outbound stance has shipped via RawState.CurrentStyle since #219; TS-24 re-argued to AD-57; TS-40 re-argued to AD-58; TS-35 retired at P5; earlier same campaign: TS-1/TS-5/TS-23/TS-46 retired by ports; TS-23 retired 2026-07-30 at Campaign P Slice P3 — every mover-flags call site (local player world-entry ×2, remote DR sweep ×2, remote teleport, ordinary movers) now ORs in the mover's real PK/PKLite/Impenetrable `ObjectInfoState` bits via the new `ClientObjectTable`-backed `EntityCollisionFlagsExt.ResolveMoverPvpState` — **narrative corrected 2026-08-03 (#297): "real" only became true at #297. Until then the bits existed but the source `PublicWeenieBitfield` was frozen at CreateObject, so every one of those sites read a stale value for the whole session. The site enumeration is also incomplete: `RuntimeSetPositionMoverPreparation.cs:183-188` is a SEVENTH mover-flags site that decodes `record.Snapshot.ObjectDescriptionFlags` directly rather than calling `ResolveMoverPvpState`, and it also derives `ObjectInfoState.IsPlayer` from the PWD bit, contradicting `EntityCollisionFlags.cs:119-123`'s claim that every site uses a GUID-prefix heuristic. See AP-134.** — and `PlayerWeenie.JumpStaminaCost`'s `pk` parameter reads the real `PlayerKillerStatus`/`LastPkAttackTimestamp` pair against a 20-second window instead of a hardcoded `false`; the non-PK invariant (every ACE default-created character) is bit-identical to the pre-P3 value since `ResolveMoverPvpState` and the PK-timer predicate both resolve to a no-op for `PublicWeenieBitfield` absent/0; TS-46 retired 2026-07-30 at Campaign P Slice P3 — the Setup's verbatim ≤2-sphere list (`CPhysicsObj::transition` 0x00512dc0 → `SPHEREPATH::init_sphere` 0x0050c670) now seeds the sweep for the local player, remote dead-reckoning, and ordinary movers alike, replacing the two-scalar (radius, height) capsule reconstruction; remote/ordinary step-up/step-down are now Setup-derived (`CPartArray::GetStepUpHeight`/`GetStepDownHeight`, 0x005180d0/0x005180f0, ×ObjScale) instead of a hardcoded 0.4 m, closing both residuals the row named; TS-5 retired 2026-07-30 at Campaign P Slice P1 — real burden-gated CanJump + real JumpStaminaCost, both decomp-verbatim; TS-1 retired 2026-07-30 at Campaign P Slice P2 — the row was stale; the EdgeSlide → PrecipiceSlide/CliffSlide chain is already a real, tested port; TS-57..TS-61 filed 2026-07-29 during Campaign N — no outbound RejectRetransmit; TS-27 narrowed same slice to the inbound direction) + TS-37 historical note (TS-20 retired 2026-07-16 — the later named-retail audit disproved the proposed DrawingBSP polygon filter; TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-42 retired 2026-07-19 — semantic animation completion now precedes the ordered Target/Movement/PartArray/Position tail; TS-44 narrowed again 2026-07-19 — complete orientation joined interpolation, only during-stick enqueue suppression remains)
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@ -309,7 +310,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
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| TS-37 | RETIRED misattribution note (not a live divergence — kept here as the historical record R3-W3 closes): the S2a port had `contact_allows_move` (0x00528240) arm `StandingLongJump` as a side effect, explicitly flagged "PRE-EXISTING acdream side effect (not part of 0x00528240)". R3-W3 deletes that side effect; `ChargeJump` (0x005281c0) is now the ONLY arming site, matching retail exactly. No further action — recorded per the register's retire-in-same-commit rule | `src/AcDream.Core/Physics/MotionInterpreter.cs` (`contact_allows_move`, `ChargeJump`) | N/A — retired | N/A — retired | `CMotionInterp::charge_jump` 0x005281c0 @305448 |
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| TS-38 | `MotionInterpreter.Initted` defaults to `true` in both constructors, not retail's `false` — retail's `CMotionInterp` is never observed pre-`enter_default_state` (every real construction path calls it before exposing the interpreter); acdream's constructors are used directly by ~40 pre-existing tests and both App call sites as complete, immediately-usable objects with no separate "enter default state" step | `src/AcDream.Core/Physics/MotionInterpreter.cs` (`Initted` property + both constructors) | Defaulting `true` is the C# equivalent of "the constructor already did what `enter_default_state` would have done to this flag" — `EnterDefaultState()` remains available, verbatim, for the REST of retail's reset semantics (state defaults, sentinel enqueue, `LeaveGround` tail) when a caller wants them | None observed: no code path needs `apply_current_movement`/`ReportExhaustion` to no-op before an explicit `EnterDefaultState()` call, since nothing constructs a `MotionInterpreter` and defers initialization today. If a future caller DOES need staged construction (build now, `EnterDefaultState()` later), it must explicitly set `Initted = false` first | `CMotionInterp::enter_default_state` 0x00528c80 @306124 sets `initted = 1`; retire if/when construction is staged through `EnterDefaultState()` uniformly |
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| ~~TS-41~~ | **RETIRED 2026-07-07 (remote-creature de-overlap #184)** — the SERVERVEL synth-velocity body-drive (`Body.Velocity = ServerVelocity` / `get_state_velocity()` leg) is DELETED. Grounded NPC remotes now translate by the retail interp CATCH-UP (`RemoteMotionCombiner.ComputeOffset` → `InterpolationManager::adjust_offset` toward the MoveOrTeleport-queued server waypoint) and `MovementManager::UseTime` (`TickRemoteMoveTo`) runs UNCONDITIONALLY per tick — the retail `UpdateObjectInternal` shape (no wire-velocity leg-driver). The de-overlap sweep resolves the catch-up movement; the resolved position is written back into the SHADOW (AP-86) so it persists. Residual: the non-retail anim-cycle stale-stop heuristic (`ApplyServerControlledVelocityCycle(Zero)` on a >0.6 s velocity-staleness timer) is kept as ANIM-only and stays covered by **AP-80**; it no longer drives the body. | `src/AcDream.App/Physics/RemotePhysicsUpdater.cs` (grounded NPC branch) | — | — | `CPhysicsObj::UpdateObjectInternal` 0x005156b0 (`MovementManager::UseTime` @0x00515998, unconditional); `MoveOrTeleport` 0x00516330; `InterpolationManager::adjust_offset` 0x00555d30 |
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| TS-44 | NPC UpdatePosition **enqueue is suppressed while StickyManager is armed** (`PositionManager.GetStickyObjectId() != 0`). Position and complete orientation otherwise share the ported `InterpolateTo → Position::subtract2 → PositionManager::adjust_offset` Frame, so the former orientation hard-snap residual is retired. Retail would still enqueue the server Position and let Sticky overwrite that Frame each tick; acdream retains the gate so no queued waypoint survives the stick | `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` (NPC `snapSuppressedByStick` gate) | Avoids replaying an old ACE waypoint immediately after a stick lease ends; all live during-stick pose ownership is now otherwise retail-shaped | After unstick the body waits for the next UP instead of consuming the latest waypoint already in the queue; at low packet cadence this can pause correction for one update interval | `PositionManager::adjust_offset` 0x00555190; `CPhysicsObj::MoveOrTeleport` 0x00516330; retire by allowing enqueue while Sticky overwrites the shared complete Frame |
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| TS-44 | NPC UpdatePosition **enqueue is suppressed while StickyManager is armed** (`PositionManager.GetStickyObjectId() != 0`). Position and complete orientation otherwise share the ported `InterpolateTo → Position::subtract2 → PositionManager::adjust_offset` Frame, so the former orientation hard-snap residual is retired. Retail would still enqueue the server Position and let Sticky overwrite that Frame each tick; acdream retains the gate so no queued waypoint survives the stick. **Scope re-affirmed by C4 route 4a (2026-08-03):** the gate stays NPC-only and stays in the App caller. The shared Runtime seam route 4a introduced is deliberately indifferent to the sticky lease, because folding the check into it would have silently extended TS-44 to player remotes — which are stickable but have never had this suppression, and whose far branch would still not have it | NPC-only caller gate, `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` (`snapSuppressedByStick`) | Avoids replaying an old ACE waypoint immediately after a stick lease ends; all live during-stick pose ownership is now otherwise retail-shaped | After unstick the body waits for the next UP instead of consuming the latest waypoint already in the queue; at low packet cadence this can pause correction for one update interval | `PositionManager::adjust_offset` 0x00555190; `CPhysicsObj::MoveOrTeleport` 0x00516330; retire by allowing enqueue while Sticky overwrites the shared complete Frame |
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| ~~TS-45~~ | **RETIRED 2026-07-07** — the hand-rolled `SphereCollision` (forced `combinedR+1 cm` radial de-penetration + leaked `SetSlidingNormal` + always-Slid, head-sphere ignored) is REPLACED by the faithful `CSphere::intersects_sphere` family port (branch dispatcher 0x00537A80 + `step_sphere_up`/`slide_sphere`/`land_on_sphere`/`collide_with_point`/`step_sphere_down`), routing the grounded slide through the shared crease `SlideSphere` (0x00537440). Humanoid creatures collide via body Spheres, so this was the player-vs-monster crowd path; the radial de-penetration was the "can't wiggle free in a packed crowd" wedge. `SphereCollisionFamilyTests` (slide-around, block, ethereal) + `docs/research/2026-07-07-csphere-collision-family-pseudocode.md`. Residual `AP-91` (PerfectClip TOI dead in M1.5). | — | — | — | `CSphere::intersects_sphere` 0x00537A80 (pc:321678) |
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| TS-47 | **NARROWED 2026-07-13** — typed routing now ports the named-retail recall/house/PK travel, age/birth, local display/location, UI persistence, AFK/consent, emote, friends, squelch/filter, and fill-components families. Retail-owned verbs outside the researched family set still fall through to ACE until individually verified. | `src/AcDream.UI.Abstractions/Panels/Chat/RetailClientCommandCatalog.cs`; `src/AcDream.App/UI/ClientCommandController.cs`; `src/AcDream.Core.Net/Messages/ClientCommandRequests.cs` | The high-use researched families have decomp pseudocode, typed actions, and conformance tests; unresearched registry entries must follow the same evidence-first path | An unported retail-owned verb can still produce ACE unknown-command output or server-specific behavior instead of its client action | `ClientCommunicationSystem` command-table construction around `0x00581A40..0x005850A0`; `docs/research/2026-07-13-retail-client-command-routing-pseudocode.md`; `docs/research/2026-07-13-retail-client-command-families-pseudocode.md` |
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| TS-48 | Dragging an item onto another player honors the authoritative `DragItemOnPlayerOpensSecureTrade` option, but the option's default-true branch stops at the existing unavailable toast because the secure-trade transaction and UI are not ported. Direct player giving through `GiveObjectRequest 0x00CD` works when the option is disabled; NPC giving is complete. | `src/AcDream.App/UI/ItemInteractionController.cs` (`PlaceIn3D`, `PolicyActionMessage`); `src/AcDream.Core/Items/ItemInteractionPolicy.cs` | The player/NPC distinction and character preference are now faithful; inventing a direct gift while the option requests secure trade would be a worse behavioral divergence. Secure trade is a separate multi-party state machine beyond the starter-dungeon NPC-give slice. | With retail's default character options, an item dragged onto another player cannot be exchanged until the secure-trade subsystem lands. | `ItemHolder::AttemptPlaceIn3D @ 0x00588600`; `PlayerModule::DragItemOnPlayerOpensSecureTrade @ 0x005D31B0`; `ClientTradeSystem`; `docs/research/2026-07-13-retail-give-item-pseudocode.md` |
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