merge: #265 capture bisect - S1/S2 exonerated; real mechanism is the grounded velocity zeroing (f961d700, pre-campaign)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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docs/research/2026-07-30-265-capture-bisect.md
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# #265 capture-driven bisection — steep-slope response family
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**Status: verdict reached, S1 and S2 both CLEARED for the two concrete
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mined events; real mechanism identified as a pre-existing (frozen-phase)
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architecture, not a Campaign P regression.** This is a research/bisection
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pass; no production code was changed. The harness (committed,
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`tests/AcDream.Core.Tests/Physics/Issue265SteepSlopeCaptureBisectTests.cs`)
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and mining tool (`tools/analyze_265_steep_slope_capture.py`) are permanent;
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the A/B code toggles described below were applied and reverted locally and
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never committed.
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## 0. Scope recap
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Issue #265 (`docs/ISSUES.md`): after the TS-4-removal-then-revert
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(`2e27d066`+`a8a7d64b`), the live matrix gate (2026-07-30, scenarios 4/5)
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found three symptoms: (a) jumping INTO an uphill slope bounces (retail does
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not), (b) house-roof slides no longer happen, (c) occasional
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stuck-sliding-on-an-edge. Two remaining Campaign-P suspects were named:
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- **S1** — `db2889af` ("#116 shape-1"): `BSPQuery.cs` Path-6's `hasSphere1`
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(head-sphere-only hit while airborne, foot sphere clear) branch changed
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from a steepness-gated dual path (steep → slide-tangent-then-`Slid`;
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shallow → `SetCollide`+`Adjusted`) to an unconditional
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`SetCollisionNormal` + `return Collided`.
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- **S2** — the AP-7 `calc_friction` threshold rewrite (merge `26e0334a`):
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`0.0` → `0.25`, unconditional into-plane velocity subtraction past the
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threshold.
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## 1. Segment mining
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Captures used: `artifacts/matrix-session2-resolve.jsonl` (15,726 records,
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copied from the coordinator worktree's `artifacts/matrix-session2-resolve.jsonl`)
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and `artifacts/matrix-session3-resolve.jsonl` (12,145 records at copy time).
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**Session3 is not usable.** Every one of its 12,145 records shows the
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identical position `(60.372223, 9.071998, 79.344925)`, zero velocity, and
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`transientState=3` (Contact|OnWalkable) from tick 0 to tick 12144 — the
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player was standing perfectly still (likely AFK / alt-tabbed) for the
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entire ~7.2-minute capture window. It contains no motion at all and was
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excluded from further analysis.
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### 1.1 First pass — strict signature scan (`tools/analyze_265_steep_slope_capture.py`)
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Two signatures were scanned for directly on the JSONL fields:
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- **Signature A (uphill-jump bounce)**: an airborne record (`bodyBefore`
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Contact bit clear) with `result.collisionNormalValid=true` and a "steep,
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non-floor, non-wall" normal (`0.02 < normal.Z < FloorZ=0.6642`), followed
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by a next-tick upward jump in `bodyBefore.velocity.z` while still
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airborne.
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- **Signature B (lost-slide / edge-wedge)**: ≥6 consecutive ticks with
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Contact set but OnWalkable clear (resting against a non-walkable steep
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surface), a non-trivial requested move each tick, and near-zero net
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advance.
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**Result: 0 hits for both signatures, in both files.** Session2 has only
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38 `collisionNormalValid=true` records total (out of 15,726), and every one
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of them has `normal.Z` in the `[0.85, 1.0]` bucket — i.e. every reported
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collision normal in this capture is CLOSE TO FLAT/floor-like, never in the
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"genuinely steep" `< FloorZ` band my first-pass signature targeted. This is
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an honest negative result for the specific "steep" heuristic; the actual
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symptom-bearing frames, mined below, are moderate-angle (Z≈0.86–0.95,
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above `FloorZ` — walkable BY THE THRESHOLD) and are found by a different
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signature.
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### 1.2 Second pass — velocity-annihilation scan
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Widened the signature to "a tick where `|horizontal velocity|` before is
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`>2 m/s` and after (next tick) is `<0.05 m/s`, then how long the position
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stays frozen afterward." This found exactly **two events**, both in
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session2:
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| idx (0-based) | tick | `|v_horiz|` before | frozen for | cell |
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|---|---|---|---|---|
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| 3153 | 3153 | 8.90 m/s | 46+ ticks (session2 continues past it; not EOF) | `0xAAB30007` |
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| **3434** | **3434** | **18.00 m/s** | **12,292 ticks — to EOF** | `0xAAB40011` |
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**Event at idx 3433/3434 (the primary oracle for this pass), full trace**
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(`records[3415..3434+41]`, printed via ad-hoc Python — see
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`tools/analyze_265_steep_slope_capture.py` for the reusable scanner):
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- Ticks 3415–3432: clean ballistic fall. `vBefore = (11.15, 14.13, vz)`
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with `vz` accumulating from ‑16.72 to ‑23.14 (pure gravity, no further
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horizontal drive — a jump/leap with residual momentum, exactly the kind
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of trajectory the oracle plan's §1.3 predicted would NOT hit the
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TS-4 degenerate case). `Z` falls from 92.79 to 79.90.
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- **Tick 3433 (the landing):** `result.collisionNormalValid=true`,
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`result.collisionNormal=(0.2857143, 0.42857143, 0.85714287)` — exactly
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`(2,3,6)/7`, a REAL polygon normal (not the `UnitZ` degenerate default).
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`result.isOnGround=true`. `bodyAfter.contactPlaneValid=true`,
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`bodyAfter.walkablePolygonValid=true`, `bodyAfter.walkableVertices` = the
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triangle `(240,0,88), (264,0,80), (264,24,68)` — `normal.Z=0.857`, well
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ABOVE `PhysicsGlobals.FloorZ` (0.6642): **a legitimately walkable roof
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slope, not the "steep, non-walkable" case either S1 or the original TS-4
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shortcut ever targeted.** `bodyAfter.velocity` is UNCHANGED
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`(11.15,14.13,‑23.14)` — confirms (see `PhysicsEngine.cs:1489`, capture
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fires inside `ResolveWithTransition`, before any caller-side velocity
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response) that neither `calc_friction` nor `HandleAllCollisions` ran yet.
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- **Tick 3434 (the very next resolve call):** `input.currentPos ==
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input.targetPos` (ZERO requested motion this tick — the previous frame's
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integration already produced zero displacement). `bodyBefore.velocity =
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(0, 0, 0)` — **already fully zeroed by the time THIS resolve call even
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starts.** `transientState=7` (Contact|OnWalkable|Sliding). Every
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subsequent record (12,292 of them, to the literal end of the file) is
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byte-identical: same position, same zero velocity, same
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`transientState=7`.
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**Event at idx 3152/3153** is the same shape at a shallower ~18° roof edge
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(`normal≈(0,0.32,0.95)`): the player glides/climbs cleanly along the edge
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for ~140 ticks (idx 3016–3152, gaining ~10 m of Z — this portion is
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healthy behavior), then at idx 3153 horizontal velocity is forced to
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exactly zero in one tick and the position freezes for the rest of the
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examined window.
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**Both events are the SAME shape**: a real, correct, non-default collision
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normal is recorded on the landing tick; on the very next tick the mover's
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full horizontal velocity has already vanished and the position never
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changes again. This is what the user experiences as "roof slides no
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longer happen" (symptom b) and "occasional stuck-sliding-on-an-edge"
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(symptom c). Neither event's landing surface is steep by `FloorZ` — both
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are moderate, walkable-by-threshold roof pitches.
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## 2. Replay harness
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`Issue265SteepSlopeCaptureBisectTests.cs` builds a synthetic
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`PhysicsEngine` containing ONE polygon — the exact real triangle recovered
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from record 3433's `bodyAfter.walkableVertices` — registered via
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`ShadowObjectRegistry`, then replays the EXACT real captured ballistic
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state (position + velocity, record index 3415) forward with real gravity
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at 30 Hz, calling `PhysicsEngine.ResolveWithTransition` every tick exactly
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like `PlayerMovementController` does at the Core boundary. Once the mover
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reports `IsOnGround`, the harness keeps REQUESTING the same forward
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velocity every tick (simulating held input) — this is deliberate: it turns
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the harness from "replay what the live game did" (which trivially
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reproduces the freeze, since the live game's own subsequent inputs were
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already zero — see §4) into "does the physics engine itself allow
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continued advance across this surface," which is the actual question S1
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and S2 bear on.
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### 2.1 Harness commissioning (three real bugs found and fixed while building it — kept as code comments)
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1. `ShadowObjectRegistry.Register`'s broad-phase culls by distance from
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`worldPos`. Registering at the literal real-world coordinates (X≈256)
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while querying at world origin put the polygon ~264 units away — the
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very first run found **zero collisions at all**. Fixed by re-anchoring
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the whole synthetic scene (triangle + approach trajectory) at the
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triangle's centroid.
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2. `CellTransit.BuildShadowCellSet`'s outdoor flood
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(`CellTransit.AddAllOutsideCells`) treats world position as
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landblock-local (an anchor-frame convention shared with
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`Ts4SteepRoofWedgeCaptureTests`/`DoorBugTrajectoryReplayTests`, active
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whenever `CellGraph.TryGetTerrainOrigin` has no real terrain to
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consult). The real-world coordinates (X≈256) are outside the valid
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`[0,192)` per-landblock range even after centroid re-anchoring picked a
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bad cell id — still zero collisions.
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3. `LandDefs.AdjustToOutside` (inside the flood) **silently re-derives**
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the actual `(lx,ly)` grid cell from the sphere's real position and
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corrects a mismatched seed rather than honoring the literal
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`seedCellId` passed to `Register` — an arbitrary chosen cell id
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(`0x00000011`) registered successfully (`TotalRegistered=1`) but
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`GetObjectsInCell(0x00000011)` came back empty; the entity had actually
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landed in cell `0x00000001` (the canonical grid-(0,0) cell, matching
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the re-anchored centroid). Switching the harness's cell id to
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`0x00000001` fixed it.
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These are documented in the test file's code comments in case another
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harness hits the same three traps.
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## 3. A/B outcomes
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### (i) HEAD vs (ii) S1-reverted
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The S1 revert (`BSPQuery.cs`'s `hasSphere1` branch restored to the
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pre-`db2889af` steepness-gated dual path, mirroring the still-current
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`sphere0` branch — applied locally, verified `git diff --stat` clean
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before and after, never committed) produced **byte-identical output** to
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HEAD for the full 80-tick replay: same landing tick (19), same clean
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44-tick glide (ticks 20–62, `adv=0.5149` every tick, `cnv=false`), same
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freeze at tick 63 (`adv=0.0000` for 16+ consecutive ticks, capped by the
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harness's tick budget — it would continue indefinitely), same recorded
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`collisionNormal=(-0.958,0.128,0.256)` from that point on.
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**Why they're identical — confirmed by diagnostic instrumentation**
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(`PhysicsDiagnostics.ProbeIndoorBspEnabled`/`ProbeBuildingEnabled`, the
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`[path-dispatch]`/`[path5-diag]` probes `db2889af` itself added): across
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the entire 80-tick replay, **`hit1=True` never appears once.** The two
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`[path-dispatch] ... collide=True ... contact=False ...` lines (Path 6
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firing during the airborne approach) are followed by
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`insertType=Placement` (Phase 3's walkable-landing retry succeeding) —
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this is the STILL-UNCHANGED `sphere0` (foot) branch's graceful
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`SetCollide`→`Adjusted`→Phase-3-Placement chain, not the `hasSphere1`
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branch S1 touched. Once grounded, every subsequent Path-5 dispatch reports
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`hit0=False hitPoly0=False` then `hit1=False hitPoly1=False` — a genuinely
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clean glide with no collision at all, which is why the S1 edit (which only
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fires inside `if (hit1 || hitPoly1 is not null)`) never executes for this
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trajectory. **S1's site is provably unreached by the real mined
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trajectory that produced the freeze.** Reverting code that never runs
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cannot change the outcome — this is not a coincidence, it's the direct
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mechanical explanation.
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### (iii) S2 toggle
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**Not run as a harness A/B — proven inert by static analysis instead.**
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`grep -rn "\.calc_friction(" src/` returns **zero production call sites** —
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the only callers of `PhysicsBody.calc_friction` in the entire repository
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are its own unit tests (`tests/AcDream.Core.Tests/Physics/PhysicsBodyTests.cs`).
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`PlayerMovementController.cs` mentions it only in a code comment
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(line ~2021, "friction next frame") — it is never invoked. Neither
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`ResolveWithTransition` nor `PlayerMovementController`'s tick loop calls
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`calc_friction` anywhere. **S2's threshold value (0.0 vs 0.25) cannot
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affect any live or replayed behavior, full stop** — there is no toggle to
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run because there is no live code path to toggle.
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### (iv) Both reverted
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Follows immediately from (ii) and (iii): with S1 reverted producing
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byte-identical output to HEAD, and S2 provably inert, the "both" variant
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is mathematically identical to (ii), which is identical to (i). No
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separate run was needed.
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### A/B summary table
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| Variant | Landing tick | Clean glide (ticks 20-62) | Freeze at tick 63+ | Notes |
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|---|---|---|---|---|
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| (i) HEAD | 19 | yes, `adv=0.5149`/tick | yes, frozen forever | `hit1` never true |
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| (ii) S1 reverted | 19 (identical) | yes (identical) | yes (identical) | S1's branch unreached |
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| (iii) S2 toggle | n/a | n/a | n/a | dead code, no call sites |
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| (iv) both | 19 (identical) | yes (identical) | yes (identical) | follows from (ii)+(iii) |
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## 4. The actual mechanism (found by hand-tracing the live capture against `PlayerMovementController.cs`, independently confirming it explains BOTH mined freeze events exactly)
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Neither S1 nor S2 touch velocity. The full-zero-in-one-tick signature
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(§1.2) is produced by two pre-existing, Campaign-P-independent pieces
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working in sequence:
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1. **The landing tick** (`PlayerMovementController.cs`, the
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`if (resolveResult.IsOnGround && _body.Velocity.Z <= 0f)` block):
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Contact+OnWalkable are set, and — because `Velocity.Z < 0` — ONLY the
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Z component is hand-zeroed: velocity becomes `(11.15, 14.13, 0)`.
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`PhysicsObjUpdate.HandleAllCollisions` then runs with `shouldReflect =
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true` (the mover was airborne the frame before: `prevOnWalkable=false`
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makes `shouldReflect` unconditionally true regardless of the new
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grounded state — see `PhysicsObjUpdate.cs:163-164`). But
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`dot(velocity, collisionNormal) = dot((11.15,14.13,0),
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(0.286,0.429,0.857)) ≈ +9.25` — POSITIVE (moving away from, not into,
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the surface, because the Z component that would have made it negative
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was just zeroed) — so the `if (dot < 0f)` reflection guard
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(`PhysicsObjUpdate.cs:177`) never fires. Velocity survives this tick as
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`(11.15, 14.13, 0)`.
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2. **The very next tick** (`PlayerMovementController.cs:1868-1882`, added
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2026-07-20 by `f961d700`, "port retail complete object frame
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pipeline" — R6, well before Campaign P):
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```csharp
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if (_body.OnWalkable)
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{
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float savedWorldVz = _body.Velocity.Z;
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if (hasAnimationRootMotion)
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{
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_body.Velocity = new Vector3(0f, 0f, savedWorldVz);
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}
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...
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}
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```
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`OnWalkable` is now true (set last tick), so this runs UNCONDITIONALLY,
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EVERY tick, for as long as the mover stays grounded: it zeros
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`Velocity.X/Y` to exactly zero (`savedWorldVz` is already 0 from step
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1), replacing physics-integrated horizontal velocity with
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animation-root-motion-driven displacement (`pmDelta.Origin`, populated
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from `_advanceAnimationRootMotion`, which only produces nonzero
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displacement when a movement key is actually held). **With no key held
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at the instant of landing, `pmDelta.Origin` stays `Vector3.Zero` forever,
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and the mover never advances again.** This reproduces `bodyBefore.velocity
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= (0,0,0)` at record 3434 exactly, and the permanent freeze that follows.
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This is the R6 "local player animation-owned grounded movement"
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architecture: once grounded, walking is driven entirely by held-input +
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animation root motion, not by integrating `Velocity`. It has been in
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place since 2026-07-20 — **ten days before Campaign P and the TS-4
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removal/revert (2026-07-29/30)** — and is explicitly a frozen-phase
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architecture per the milestones doc (R6 shipped; the freeze list bars
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rework without a dedicated brainstorm). It is retail-DIVERGENT in one
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specific way that matters here: retail does not need a held key to carry
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residual momentum across a landing — a fast fall onto a walkable-but-
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sloped surface should glide/sled per `docs/ISSUES.md` #166 ("Slope-landing
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glide + bounce absent... acdream lands clean and dead"), which is filed,
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open, and explicitly OUT OF SCOPE for this pass (the `Sledding`
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`PhysicsStateFlags` bit that would let `calc_friction`'s Sledding-gated
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overrides engage is never set anywhere in the codebase — a separate,
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already-tracked gap).
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`git log --oneline -3 -- src/AcDream.Core/Physics/PhysicsObjUpdate.cs`
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confirms `HandleAllCollisions` itself was also last touched by an
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unrelated water fix (AP-10, `cc8d57a2`) — Campaign P did not modify it
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either.
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## 5. Re-reading the oracle plan's S1 claim against the mined evidence
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The task asked specifically: if S1's port is faithful but its SCOPE is
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wrong, say exactly that. Re-checked against
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`docs/research/2026-07-30-ts4-116-oracle-plan.md` §2.3-§2.4 and §3, plus
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this pass's own finding:
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- **S1's port IS faithful in isolation.** Its cited sources
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(`acclient_2013_pseudo_c.txt:323824-323834`, ACE `BSPTree.cs:221-230`)
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are an exact structural match — not a BN misdecompile, not a citation
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error. This was independently re-verified by reading the current
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`BSPQuery.cs:2259-2302` against the same two sources again this pass; no
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discrepancy found.
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- **S1's scope is narrower than any symptom this pass could reproduce —
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not wider.** The oracle plan's own Addendum 2 (§"implementation
|
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session") already found this exact pattern once, for the door
|
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tick-22760 capture: the hypothesis assumed the "not-yet-in-Contact"
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branch would fire, but the mover was actually GROUNDED (`Contact` set),
|
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so dispatch went to Path 5 instead and S1's site was never reached. This
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pass finds the SAME pattern a second, independent time, for a
|
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DIFFERENT capture (a genuine airborne fall, not a grounded door-push):
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the foot sphere (`sphere0`) reaches the rising/sloped polygon at the
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same moment as or before the head sphere, so the `if (hit0 ||
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hitPoly0 is not null)` branch above `hasSphere1`'s check fires first and
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RETURNS before `hasSphere1`'s block is ever entered
|
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(`BSPQuery.cs:2188` gates the whole `hasSphere1` block behind falling
|
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through that first `if`). `hit1=True` never appears once across the
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entire 80-tick replay, confirming this mechanically, not just by
|
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inference.
|
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- **Two independent capture families (a grounded door-push, and now an
|
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airborne fall-and-land) both show S1's site going unreached.** This
|
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strongly suggests S1's real-world reach is much narrower than its
|
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authors worried — for it to matter, a trajectory would need the FOOT
|
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sphere to stay clear while the HEAD sphere alone grazes a polygon
|
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during an airborne (not-yet-grounded) frame — e.g. jumping up under an
|
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overhang, or clipping a roof's underside while airborne with the feet
|
||||
still below the eave line. **Neither of #265's two concrete mined
|
||||
freeze events is that geometry.** S1 remains a real, citable, retail-
|
||||
faithful port-accuracy improvement and should NOT be reverted on this
|
||||
evidence (it fixes a genuine, if narrow, divergence for whenever its
|
||||
exact geometry does occur) — but it is not implicated in the symptoms
|
||||
#265 was filed against.
|
||||
|
||||
## 6. Named culprit
|
||||
|
||||
**Neither S1 nor S2. This is S3 — but not a NEW regression: it is the
|
||||
pre-existing, frozen-phase R6 "grounded movement is animation-root-motion-
|
||||
owned" architecture (`PlayerMovementController.cs:1868-1882`, landed
|
||||
2026-07-20 via `f961d700`, ten days before Campaign P), which
|
||||
unconditionally zeros the mover's horizontal `Velocity` every tick once
|
||||
`OnWalkable` is true, with no gate on approach speed, surface steepness,
|
||||
or how the mover became grounded.** It was mechanically traced, tick by
|
||||
tick, against BOTH of #265's concrete mined freeze events and reproduces
|
||||
the observed `(0,0,0)` velocity and permanent position-freeze exactly.
|
||||
|
||||
This explains symptom (b) (roof slides don't continue — there is no
|
||||
"continue," walking requires a held key that landing doesn't supply) and
|
||||
symptom (c) (stuck at the landing spot indefinitely) completely, for both
|
||||
mined events. It does **not**, by itself, explain symptom (a) (the
|
||||
"bounce" on jumping into an uphill slope) — that is a property of
|
||||
`PhysicsObjUpdate.HandleAllCollisions`'s elastic reflection (`shouldReflect
|
||||
= true` whenever the mover was NOT already on walkable ground before AND
|
||||
after the resolve — `PhysicsObjUpdate.cs:163-164`), which is ALSO
|
||||
pre-existing (from the #182 rebuild, well before Campaign P) and fires for
|
||||
ANY valid `CollisionNormal` reported while airborne, regardless of which
|
||||
BSPQuery branch produced it. This pass did not find or replay a concrete
|
||||
"bounce" event in the captures (the closest analogue — the tick-63
|
||||
edge-freeze in the replay harness — shows a suspicious secondary normal,
|
||||
`(-0.958,0.128,0.256)`, unrelated to the registered polygon's own plane
|
||||
normal, with Path-5 diagnostics showing no fresh BSP hit during the frozen
|
||||
ticks; this smells like stale `ContactPlane`/`CollisionNormal` persistence
|
||||
at a polygon boundary rather than a fresh reflection, and — like the S1
|
||||
revert — was unaffected by reverting S1. It is flagged as a genuine open
|
||||
question, not resolved this pass, and may be an artifact of this
|
||||
harness's single small (24-unit) synthetic triangle rather than a general
|
||||
production bug; a real roof's continuous mesh would not present a "run off
|
||||
the edge of a 24-unit patch" boundary at all. See §7).
|
||||
|
||||
## 7. What's still open (do not guess, per CLAUDE.md)
|
||||
|
||||
1. **Why does the user perceive this as a NEW regression coinciding with
|
||||
Campaign P**, if the freeze mechanism (§4) predates it by ten days and
|
||||
is unaffected by S1/S2? Two honest hypotheses, neither confirmed:
|
||||
(a) the roof-jump/fall scenario was specifically exercised for the
|
||||
FIRST time as part of the Campaign P visual matrix (scenarios 4/5),
|
||||
surfacing a pre-existing bug rather than a new one; (b) a genuinely
|
||||
separate, not-yet-isolated interaction exists. Resolving this needs
|
||||
either a live retail-vs-acdream side-by-side of the EXACT same
|
||||
fall-and-land-with-no-input scenario pre-Campaign-P (to confirm the
|
||||
freeze is not new), or a fresh capture of the user's ACTUAL "roof
|
||||
slide" repro (holding a movement key throughout, not a passive fall) to
|
||||
see whether the animation-root-motion path (which DOES produce
|
||||
displacement while a key is held) also fails.
|
||||
2. **The tick-63 edge freeze** in this pass's own harness (§6, closing
|
||||
parenthetical) — a `CollisionNormal` unrelated to the registered
|
||||
polygon's plane, reported while Path-5 diagnostics show no fresh hit.
|
||||
Candidate next step: extend the harness's synthetic roof to several
|
||||
contiguous polygons (removing the small-triangle-edge artifact) and
|
||||
re-run; if the freeze persists on a much larger interior region, it is
|
||||
a real, separate, third mechanism worth its own root-cause pass
|
||||
(possibly `SpherePath.PrecipiceSlide`'s edge-crossing test, or stale
|
||||
`LastKnownContactPlane` persistence — NOT yet confirmed, do not guess
|
||||
further).
|
||||
3. **Symptom (a)'s bounce** was analyzed only by static code reading
|
||||
(`HandleAllCollisions`'s reflection math), not independently reproduced
|
||||
against a live-captured bounce event — none of the 38
|
||||
`collisionNormalValid=true` records in session2 showed the "airborne,
|
||||
then a large upward `Velocity.Z` jump next tick" signature this pass's
|
||||
Signature-A scanner looked for. A fresh capture specifically of a
|
||||
jump-into-an-upward-slope repro (ideally with `ACDREAM_PROBE_RESOLVE=1`
|
||||
or `ACDREAM_CAPTURE_RESOLVE` active for the WHOLE approach, not just
|
||||
the moment of impact) would let Signature A actually fire and give a
|
||||
concrete oracle the way records 3433/3434 did for the freeze.
|
||||
|
||||
## 8. Recommended fix direction
|
||||
|
||||
**Do not touch S1** (`BSPQuery.cs`'s `hasSphere1` branch) — it is a real,
|
||||
narrow, retail-faithful improvement unrelated to #265's two concrete mined
|
||||
events; reverting it would only reopen the #116 shape-1 door-collision gap
|
||||
it was written to close, for zero benefit here.
|
||||
|
||||
**Do not spend further effort on S2** (`calc_friction`'s threshold) until
|
||||
it is actually wired into a live code path — right now changing it changes
|
||||
nothing observable, in either direction. If/when `calc_friction` IS wired
|
||||
into `PlayerMovementController` (a legitimate future piece of closing #166,
|
||||
the downhill-sled issue), the 0.25 threshold becomes live and worth
|
||||
re-testing at that point, not before.
|
||||
|
||||
**The real target is #166 + the grounded-movement architecture (§4/§6),
|
||||
which is a frozen-phase design question, not a quick fix.** Per CLAUDE.md's
|
||||
"the roadmap and the observed bug disagree → brainstorm before writing
|
||||
code" rule, this needs `superpowers:brainstorming` before any
|
||||
implementation: does acdream want a genuine physics-driven momentum carry
|
||||
across a landing (porting the retail `Sledding` state + a real
|
||||
`calc_friction` wiring), or a narrower "if IsOnGround at high incoming
|
||||
speed, force a minimum coast distance regardless of held input" patch? The
|
||||
former is retail-faithful and already has a filed target (#166); the
|
||||
latter would be a new, unfiled design decision. Either way, this is
|
||||
explicitly NOT an S1/S2 code change — it is new work against
|
||||
`PlayerMovementController.cs`'s grounded-movement block and
|
||||
`PhysicsBody.calc_friction`'s wiring, gated on a design conversation, not a
|
||||
revert.
|
||||
|
|
@ -0,0 +1,366 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using DatReaderWriter.Enums;
|
||||
using DatReaderWriter.Types;
|
||||
using AcDream.Core.Physics;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// Issue #265 capture-driven bisection: "Steep-slope response set" (uphill-jump
|
||||
/// bounce, lost roof slide, edge wedge). This harness replays a REAL trajectory
|
||||
/// mined from a live capture (<c>ACDREAM_CAPTURE_RESOLVE</c>,
|
||||
/// <c>artifacts/matrix-session2-resolve.jsonl</c>, records 3415-3434) through a
|
||||
/// synthetic single-polygon <see cref="PhysicsEngine"/> built from the EXACT
|
||||
/// polygon the live capture landed on
|
||||
/// (<c>bodyAfter.walkableVertices</c>: (240,0,88),(264,0,80),(264,24,68),
|
||||
/// normal (2,3,6)/7 = (0.2857,0.4286,0.8571) — a moderate, WALKABLE-BY-THRESHOLD
|
||||
/// roof slope, <c>normal.Z=0.857 > PhysicsGlobals.FloorZ (0.6642)</c>).
|
||||
///
|
||||
/// <para>
|
||||
/// <b>Live symptom this reproduces (mining evidence):</b> the player falls
|
||||
/// (v ≈ (11.15, 14.13, -23.14) m/s at landing) onto this roof slope. Live capture
|
||||
/// record 3433 shows <c>collisionNormalValid=true</c>, the correct real polygon
|
||||
/// normal, and <c>walkablePolygonValid=true</c> — a legitimate walkable landing.
|
||||
/// Record 3434 (the very next tick) shows the body FROZEN: velocity forced to
|
||||
/// exactly (0,0,0), transientState=7 (Contact|OnWalkable|Sliding), and the
|
||||
/// position stays byte-identical for the remaining 12,292 captured ticks (to
|
||||
/// the end of the file) — i.e. the player never moves again. A second,
|
||||
/// independent instance of the same shape appears at records 3153-3199+ (a
|
||||
/// shallower ~18° roof edge, frozen for 46+ captured ticks). Full mining
|
||||
/// evidence: <c>docs/research/2026-07-30-265-capture-bisect.md</c>.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// <b>Candidate mechanism (S1):</b> commit <c>db2889af</c> ("#116 shape-1")
|
||||
/// changed <c>BSPQuery.cs</c>'s Path-6 <c>hasSphere1</c> (head-sphere-only hit
|
||||
/// while airborne, foot sphere clear) branch from a steepness-gated
|
||||
/// SetCollide→Adjusted (shallow, Z≥FloorZ) / slide-tangent-then-Slid (steep,
|
||||
/// Z<FloorZ) dual path — IDENTICAL in shape to the still-unchanged sphere0
|
||||
/// (foot) branch a few lines above it — to an UNCONDITIONAL
|
||||
/// <c>SetCollisionNormal + return Collided</c>, regardless of steepness. A
|
||||
/// `Collided` return short-circuits <c>TransitionalInsert</c> immediately
|
||||
/// (<c>if (transitState == TransitionState.Collided) return
|
||||
/// TransitionState.Collided;</c>) — it never reaches the retry loop's Phase 3
|
||||
/// (<c>if (sp.Collide) ...DoCheckWalkable...Placement retry...</c>), which is
|
||||
/// the ONLY place a shallow/walkable head-sphere hit can smoothly commit to a
|
||||
/// real <c>ContactPlane</c> + <c>OnWalkable</c> via the SetCollide+Adjusted
|
||||
/// path. This test's real captured polygon has <c>normal.Z=0.857</c> — well
|
||||
/// ABOVE <c>FloorZ</c> (0.6642) — so it is the SHALLOW case, not the steep one;
|
||||
/// S1 removed the steepness branch entirely, so this shallow graze now takes
|
||||
/// the SAME hard-stop path a steep hit would.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// <b>Method:</b> <see cref="ReplayRealRoofLanding"/> integrates the EXACT
|
||||
/// captured ballistic state (position + velocity) from record 3415 forward
|
||||
/// with real gravity (dt=1/30s, matching retail's tick rate), calling
|
||||
/// <see cref="PhysicsEngine.ResolveWithTransition"/> every tick exactly like
|
||||
/// <see cref="AcDream.Runtime.Gameplay.PlayerMovementController"/> does at the
|
||||
/// Core boundary (this harness intentionally stops at that boundary — it does
|
||||
/// NOT call <c>PhysicsObjUpdate.HandleAllCollisions</c> or model the R6
|
||||
/// animation-root-motion grounded-movement zeroing, both of which live outside
|
||||
/// Core and are confirmed NOT part of the S1/S2 candidate set — see the research
|
||||
/// doc). Once the mover reports <c>IsOnGround</c>, the harness keeps REQUESTING
|
||||
/// forward motion each tick (simulating held input) so a genuine "does the
|
||||
/// engine allow continued advance across this surface" signal is observable,
|
||||
/// rather than trivially replaying the live capture's own (already-frozen,
|
||||
/// no-input) subsequent targets.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// <b>A/B protocol (see the research doc for the executed results):</b> this
|
||||
/// same test is run unmodified against (i) HEAD, (ii) <c>BSPQuery.cs</c> with
|
||||
/// the S1 sphere1 branch reverted to mirror the still-current sphere0 shape
|
||||
/// (local, uncommitted diagnostic edit), (iii) production unaffected by S2
|
||||
/// (calc_friction's AP-7 threshold) since S2 has zero call sites outside its
|
||||
/// own unit test — confirmed by <c>grep -rn "\.calc_friction(" src/</c> — so no
|
||||
/// S2 toggle is needed for THIS harness, and (iv) both. The per-tick dump
|
||||
/// (<see cref="TickSample"/> list, printed via <see cref="ITestOutputHelper"/>)
|
||||
/// is the diff target.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public class Issue265SteepSlopeCaptureBisectTests
|
||||
{
|
||||
private readonly ITestOutputHelper _out;
|
||||
public Issue265SteepSlopeCaptureBisectTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
// ── Real captured polygon (bodyAfter.walkableVertices, record 3433) ──────
|
||||
// artifacts/matrix-session2-resolve.jsonl, tick 3433, cell 0xAAB40011.
|
||||
// normal = cross(v1-v0, v2-v0) normalized = (2,3,6)/7 exactly.
|
||||
private static readonly Vector3 RoofV0 = new(240f, 0f, 88f);
|
||||
private static readonly Vector3 RoofV1 = new(264f, 0f, 80f);
|
||||
private static readonly Vector3 RoofV2 = new(264f, 24f, 68f);
|
||||
|
||||
// Outdoor cell suffix MUST be < 0x0100 (retail's indoor/outdoor LandCell
|
||||
// convention — CellTransit.BuildShadowCellSet branches on it) and its
|
||||
// block index must be (0,0) so that the flood's landblock-local grid math
|
||||
// (CellTransit.AddAllOutsideCells, an 8x8 24-m-cell grid over the 192-m
|
||||
// landblock) treats this harness's coordinates as directly landblock-local
|
||||
// — CellGraph.TryGetTerrainOrigin has no registered terrain for this
|
||||
// synthetic landblock so it Zero-falls-back, meaning raw "world" position
|
||||
// IS landblock-local position (documented anchor-frame convention, same
|
||||
// one Ts4SteepRoofWedgeCaptureTests/DoorBugTrajectoryReplayTests rely on).
|
||||
// The harness's very first run registered the shadow object at the REAL
|
||||
// captured world coordinates (X≈256) under this convention — 256 is
|
||||
// outside the valid [0,192) landblock-local range, so the flood produced
|
||||
// an empty cell set and the object was silently never registered at all
|
||||
// (zero collisions the whole replay). Fix: re-anchor the entire synthetic
|
||||
// scene (triangle + approach trajectory) at the roof centroid so every
|
||||
// coordinate here is small and landblock-local (see the research doc's
|
||||
// harness-commissioning note).
|
||||
// Suffix 0x0001 is the canonical (gridX=0, gridY=0) outdoor LandCell — the
|
||||
// grid cell whose local origin is (0,0) — matching this harness's
|
||||
// re-anchored roof centroid at world (0,0,0) (see the note above). An
|
||||
// earlier attempt used suffix 0x0011; CellTransit.AddAllOutsideCells'
|
||||
// LandDefs.AdjustToOutside re-derives the (lx,ly) grid cell from the
|
||||
// sphere's ACTUAL position and silently corrects a mismatched seed, so the
|
||||
// registration landed in cell 0x00000001 regardless of the literal seed
|
||||
// passed — GetObjectsInCell(0x00000011) found nothing (see the research
|
||||
// doc's harness-commissioning note).
|
||||
private const uint CellId = 0x00000001u;
|
||||
private const uint LandblockId = 0x00000000u;
|
||||
private const uint SyntheticGfxId = 0x265BEEF1u;
|
||||
|
||||
private const int TicksPerSecond = 30;
|
||||
private const float Gravity = -9.8f;
|
||||
private const float SphereRadius = 0.48f; // production human Setup 0x02000001
|
||||
private const float SphereHeight = 1.835f; // production human Setup 0x02000001
|
||||
|
||||
// Real captured state, record index 3415 (session2, tick 3415) — 18 ticks
|
||||
// before the landing/freeze at record 3433/3434. vx/vy are constant across
|
||||
// this whole approach (pure ballistic fall, no further horizontal drive).
|
||||
// Re-anchored: subtract RoofCentroid from the real captured world position
|
||||
// (see the landblock-local note above) — the RELATIVE approach geometry
|
||||
// (distance, direction, velocity) is preserved exactly.
|
||||
private static readonly Vector3 ApproachStartPosReal = new(244.59f, -0.81f, 92.79f);
|
||||
private static readonly Vector3 ApproachStartVel = new(11.1509495f, 14.129979f, -16.72f);
|
||||
|
||||
// ShadowObjects.Register's broad-phase culls candidates by distance from
|
||||
// `worldPos` within `radius` — registering at Vector3.Zero with the real
|
||||
// (far-from-origin) captured world coordinates put the polygon ~264 units
|
||||
// from the query point, well outside any sane radius, so the very first
|
||||
// run of this harness found ZERO collisions at all (see the research doc's
|
||||
// "harness commissioning" note). Fix: register the entity at the
|
||||
// triangle's centroid and express the polygon in LOCAL coordinates
|
||||
// relative to that centroid (identity rotation, scale 1 — world = local +
|
||||
// worldPos reconstructs the exact real-world triangle).
|
||||
private static readonly Vector3 RoofCentroid = (RoofV0 + RoofV1 + RoofV2) / 3f;
|
||||
|
||||
private static PhysicsEngine MakeRoofEngine()
|
||||
{
|
||||
var resolved = new Dictionary<ushort, ResolvedPolygon>();
|
||||
var verts = new[] { RoofV0 - RoofCentroid, RoofV1 - RoofCentroid, RoofV2 - RoofCentroid };
|
||||
var normal = Vector3.Normalize(Vector3.Cross(verts[1] - verts[0], verts[2] - verts[0]));
|
||||
float d = -Vector3.Dot(normal, verts[0]);
|
||||
resolved[1] = new ResolvedPolygon
|
||||
{
|
||||
Vertices = verts,
|
||||
Plane = new Plane(normal, d),
|
||||
NumPoints = 3,
|
||||
SidesType = CullMode.None,
|
||||
};
|
||||
|
||||
var leaf = new PhysicsBSPNode
|
||||
{
|
||||
Type = BSPNodeType.Leaf,
|
||||
BoundingSphere = new Sphere { Origin = Vector3.Zero, Radius = 30f },
|
||||
};
|
||||
leaf.Polygons.Add(1);
|
||||
|
||||
var heights = new byte[81];
|
||||
var heightTab = new float[256];
|
||||
for (int i = 0; i < 256; i++) heightTab[i] = -1000f; // terrain never interferes
|
||||
|
||||
var engine = new PhysicsEngine();
|
||||
engine.AddLandblock(
|
||||
LandblockId,
|
||||
new TerrainSurface(heights, heightTab),
|
||||
System.Array.Empty<CellSurface>(),
|
||||
System.Array.Empty<PortalPlane>(),
|
||||
worldOffsetX: 0f, worldOffsetY: 0f);
|
||||
|
||||
var cache = new PhysicsDataCache();
|
||||
var bspTree = new PhysicsBSPTree { Root = leaf };
|
||||
var physics = new GfxObjPhysics
|
||||
{
|
||||
BSP = bspTree,
|
||||
PhysicsPolygons = new Dictionary<ushort, Polygon>(),
|
||||
Vertices = new VertexArray(),
|
||||
Resolved = resolved,
|
||||
BoundingSphere = new Sphere { Origin = Vector3.Zero, Radius = 30f },
|
||||
};
|
||||
cache.RegisterGfxObjForTest(SyntheticGfxId, physics);
|
||||
engine.DataCache = cache;
|
||||
|
||||
// ShadowObjectRegistry is the per-cell shadow-object index (BR-7/A6.P4):
|
||||
// Register() FLOODS from a SEED CELL outward and registers the entity
|
||||
// into the resulting cell set; the query side (GetObjectsInCell) looks
|
||||
// up strictly by the mover's CURRENT cell id. Leaving seedCellId at its
|
||||
// default (0u) makes Register() call DeriveOutdoorSeed(worldPos, ...),
|
||||
// which computes its OWN outdoor landcell id from world position — for
|
||||
// the real captured coordinates used here (worldPos.X=256, well outside
|
||||
// landblock 0xAAB40000's own 192 m span) that derives to a DIFFERENT
|
||||
// cell than the literal CellId this harness resolves against, so the
|
||||
// very first run of this fixture found zero collisions (see the
|
||||
// research doc's harness-commissioning note). Passing seedCellId
|
||||
// explicitly bypasses the derivation and floods from the exact cell
|
||||
// the replay loop queries.
|
||||
engine.ShadowObjects.Register(
|
||||
entityId: SyntheticGfxId,
|
||||
gfxObjId: SyntheticGfxId,
|
||||
worldPos: Vector3.Zero,
|
||||
rotation: Quaternion.Identity,
|
||||
radius: 30f,
|
||||
worldOffsetX: 0f,
|
||||
worldOffsetY: 0f,
|
||||
landblockId: LandblockId,
|
||||
collisionType: ShadowCollisionType.BSP,
|
||||
scale: 1.0f,
|
||||
seedCellId: CellId);
|
||||
|
||||
return engine;
|
||||
}
|
||||
|
||||
public sealed record TickSample(
|
||||
int Tick,
|
||||
Vector3 Pos,
|
||||
float Advance,
|
||||
bool CollisionNormalValid,
|
||||
Vector3 CollisionNormal,
|
||||
bool OnGround,
|
||||
int FrozenStreak);
|
||||
|
||||
/// <summary>
|
||||
/// Replays the real captured ballistic approach + landing, then keeps
|
||||
/// REQUESTING forward motion (simulating held input) for
|
||||
/// <paramref name="postLandingTicks"/> additional ticks once grounded, to
|
||||
/// see whether the engine allows continued advance across the roof surface
|
||||
/// or wedges in place. Returns one <see cref="TickSample"/> per tick.
|
||||
/// </summary>
|
||||
public static List<TickSample> ReplayRealRoofLanding(int postLandingTicks = 60)
|
||||
{
|
||||
var engine = MakeRoofEngine();
|
||||
const float dt = 1f / TicksPerSecond;
|
||||
|
||||
var body = new PhysicsBody { TransientState = TransientStateFlags.Active };
|
||||
|
||||
Vector3 pos = ApproachStartPosReal - RoofCentroid;
|
||||
Vector3 vel = ApproachStartVel;
|
||||
uint cell = CellId;
|
||||
bool grounded = false;
|
||||
int frozenStreak = 0;
|
||||
int ticksSinceGrounded = -1;
|
||||
|
||||
var samples = new List<TickSample>();
|
||||
|
||||
// Budget: enough ticks to cover the ~18-tick ballistic approach plus the
|
||||
// requested post-landing continuation window.
|
||||
int maxTicks = 18 + postLandingTicks + 20;
|
||||
|
||||
for (int tick = 0; tick < maxTicks; tick++)
|
||||
{
|
||||
if (!grounded)
|
||||
vel = new Vector3(vel.X, vel.Y, vel.Z + Gravity * dt);
|
||||
// Once grounded, keep requesting the SAME horizontal advance each
|
||||
// tick (simulating held forward input) — this is the "does a
|
||||
// slide continue" probe. Vertical requested delta is zero (resting
|
||||
// against the surface, not still falling).
|
||||
Vector3 requestedVel = grounded ? new Vector3(vel.X, vel.Y, 0f) : vel;
|
||||
Vector3 target = pos + requestedVel * dt;
|
||||
|
||||
var result = engine.ResolveWithTransition(
|
||||
currentPos: pos,
|
||||
targetPos: target,
|
||||
cellId: cell,
|
||||
sphereRadius: SphereRadius,
|
||||
sphereHeight: SphereHeight,
|
||||
stepUpHeight: 0.6f,
|
||||
stepDownHeight: 1.5f,
|
||||
isOnGround: grounded,
|
||||
body: body,
|
||||
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
|
||||
movingEntityId: 0x01000000u);
|
||||
|
||||
float advance = Vector3.Distance(result.Position, pos);
|
||||
if (advance < 0.001f)
|
||||
frozenStreak++;
|
||||
else
|
||||
frozenStreak = 0;
|
||||
|
||||
samples.Add(new TickSample(
|
||||
tick, result.Position, advance,
|
||||
result.CollisionNormalValid, result.CollisionNormal,
|
||||
result.IsOnGround, frozenStreak));
|
||||
|
||||
pos = result.Position;
|
||||
cell = result.CellId;
|
||||
body.Position = pos;
|
||||
|
||||
if (!grounded && result.IsOnGround)
|
||||
{
|
||||
grounded = true;
|
||||
ticksSinceGrounded = 0;
|
||||
}
|
||||
else if (grounded)
|
||||
{
|
||||
ticksSinceGrounded++;
|
||||
if (ticksSinceGrounded >= postLandingTicks)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return samples;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Characterization test: dumps the full per-tick trajectory so the A/B
|
||||
/// bisect (this file's class doc) can diff HEAD vs the S1-reverted local
|
||||
/// edit. Always passes — this is a diagnostic capture, matching the
|
||||
/// project's existing <c>LiveCompare_FirstCap_DiagnosticDump</c>-style
|
||||
/// tests. The actual pass/fail verdict is recorded in
|
||||
/// <c>docs/research/2026-07-30-265-capture-bisect.md</c>, not as a
|
||||
/// hardcoded assertion here, because the correct fix shape (and therefore
|
||||
/// the correct future regression assertion) is still being decided.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void RealCapturedRoofLanding_CharacterizeCurrentBehavior()
|
||||
{
|
||||
PhysicsDiagnostics.ResetForTest();
|
||||
PhysicsDiagnostics.ProbeIndoorBspEnabled = true;
|
||||
PhysicsDiagnostics.ProbeBuildingEnabled = true;
|
||||
try
|
||||
{
|
||||
var samples = ReplayRealRoofLanding();
|
||||
|
||||
int maxFrozen = 0;
|
||||
int landedAtTick = -1;
|
||||
foreach (var s in samples)
|
||||
{
|
||||
maxFrozen = System.Math.Max(maxFrozen, s.FrozenStreak);
|
||||
if (landedAtTick < 0 && s.OnGround) landedAtTick = s.Tick;
|
||||
_out.WriteLine(string.Format(
|
||||
System.Globalization.CultureInfo.InvariantCulture,
|
||||
"t{0,3}: pos=({1:F3},{2:F3},{3:F3}) adv={4:F4} cnv={5} n=({6:F3},{7:F3},{8:F3}) onGround={9} frozen={10}",
|
||||
s.Tick, s.Pos.X, s.Pos.Y, s.Pos.Z, s.Advance,
|
||||
s.CollisionNormalValid, s.CollisionNormal.X, s.CollisionNormal.Y, s.CollisionNormal.Z,
|
||||
s.OnGround, s.FrozenStreak));
|
||||
}
|
||||
|
||||
_out.WriteLine($"=== landedAtTick={landedAtTick} maxFrozenStreak={maxFrozen} totalTicks={samples.Count} ===");
|
||||
|
||||
// Sanity-only assertion: the replay must actually reach the roof
|
||||
// (land) within the ballistic approach window — if this fails the
|
||||
// synthetic fixture itself is wrong, not a physics-engine finding.
|
||||
Assert.True(landedAtTick is >= 0 and < 30,
|
||||
$"Replay never reached the synthetic roof polygon (landedAtTick={landedAtTick}); " +
|
||||
"fixture geometry or approach trajectory needs adjustment before this is a valid oracle.");
|
||||
}
|
||||
finally
|
||||
{
|
||||
PhysicsDiagnostics.ResetForTest();
|
||||
}
|
||||
}
|
||||
}
|
||||
234
tools/analyze_265_steep_slope_capture.py
Normal file
234
tools/analyze_265_steep_slope_capture.py
Normal file
|
|
@ -0,0 +1,234 @@
|
|||
#!/usr/bin/env python3
|
||||
"""Issue #265 segment miner: steep-slope response family (uphill-jump bounce,
|
||||
lost roof slide, edge wedge) from ACDREAM_CAPTURE_RESOLVE JSONL captures.
|
||||
|
||||
Companion to tools/analyze_resolve_capture.py (the #182 OK/partial/stuck
|
||||
classifier). This script targets the #265 symptom set specifically:
|
||||
|
||||
(a) uphill-jump bounce — jumping INTO an upward slope reflects velocity
|
||||
upward instead of sliding (retail does not bounce here).
|
||||
(b) lost roof slide — a body resting on a steep (non-walkable) roof
|
||||
surface stops advancing instead of gliding/sliding off.
|
||||
(c) edge wedge — the body oscillates near-motionless at a
|
||||
collision point for many consecutive ticks.
|
||||
|
||||
Each JSONL record (PhysicsResolveCapture.ResolveCaptureRecord) has:
|
||||
input.{currentPos,targetPos,cellId,...}
|
||||
bodyBefore/bodyAfter (PhysicsBodySnapshot incl. velocity, transientState —
|
||||
bit 0 = Contact, bit 1 = OnWalkable)
|
||||
result.{position,cellId,isOnGround,collisionNormalValid,collisionNormal}
|
||||
|
||||
IMPORTANT ordering fact (verified against source, 2026-07-30): capture happens
|
||||
INSIDE PhysicsEngine.ResolveWithTransition (PhysicsEngine.cs:1489), so
|
||||
bodyAfter reflects state at the end of the resolve call — BEFORE
|
||||
PhysicsObjUpdate.HandleAllCollisions runs (that happens later in
|
||||
PlayerMovementController, using resolveResult.CollisionNormal directly). So a
|
||||
velocity REFLECTION from HandleAllCollisions shows up as a jump in the NEXT
|
||||
record's bodyBefore.velocity, not in the current record's bodyAfter.velocity.
|
||||
This script's bounce heuristic accounts for that one-tick lag.
|
||||
|
||||
Usage: py tools/analyze_265_steep_slope_capture.py capture1.jsonl [capture2.jsonl ...]
|
||||
"""
|
||||
import sys
|
||||
import json
|
||||
import math
|
||||
|
||||
FLOOR_Z = 0.6642 # PhysicsGlobals.FloorZ — walkable/steep boundary
|
||||
CONTACT_BIT = 0x1 # TransientStateFlags.Contact
|
||||
WALKABLE_BIT = 0x2 # TransientStateFlags.OnWalkable
|
||||
|
||||
STEEP_NORMAL_MIN = 0.02 # exclude near-vertical walls (normal.z ~ 0)
|
||||
STEEP_NORMAL_MAX = FLOOR_Z # exclude walkable/floor-like surfaces
|
||||
|
||||
BOUNCE_VZ_JUMP = 0.5 # m/s — next-tick upward Z-velocity jump considered a "bounce"
|
||||
STALL_EPS = 0.01 # m — position barely advanced
|
||||
STALL_MIN_RUN = 6 # consecutive stalled ticks to call it a "lost slide" / wedge
|
||||
|
||||
|
||||
def vlen(v):
|
||||
return math.sqrt(v["x"] ** 2 + v["y"] ** 2 + v["z"] ** 2)
|
||||
|
||||
|
||||
def vsub(a, b):
|
||||
return {"x": a["x"] - b["x"], "y": a["y"] - b["y"], "z": a["z"] - b["z"]}
|
||||
|
||||
|
||||
def dist(a, b):
|
||||
return vlen(vsub(a, b))
|
||||
|
||||
|
||||
def load(path):
|
||||
records = []
|
||||
with open(path, "r", encoding="utf-8") as f:
|
||||
for line in f:
|
||||
line = line.strip()
|
||||
if not line:
|
||||
continue
|
||||
try:
|
||||
records.append(json.loads(line))
|
||||
except json.JSONDecodeError:
|
||||
continue
|
||||
return records
|
||||
|
||||
|
||||
def is_airborne(bb):
|
||||
return (bb.get("transientState", 0) & CONTACT_BIT) == 0
|
||||
|
||||
|
||||
def is_contact_not_walkable(bb):
|
||||
ts = bb.get("transientState", 0)
|
||||
return (ts & CONTACT_BIT) != 0 and (ts & WALKABLE_BIT) == 0
|
||||
|
||||
|
||||
def is_steep_normal(n):
|
||||
z = n["z"]
|
||||
return STEEP_NORMAL_MIN < z < STEEP_NORMAL_MAX
|
||||
|
||||
|
||||
def find_uphill_bounce_candidates(records, path_label):
|
||||
"""Signature A: airborne mover hits a steep (non-floor, non-wall) normal,
|
||||
then the NEXT record's bodyBefore.velocity.z jumps up noticeably while
|
||||
still airborne — the fingerprint of an elastic reflection off a slope
|
||||
(PhysicsObjUpdate.HandleAllCollisions, gated by CollisionNormalValid and
|
||||
shouldReflect=true-while-airborne)."""
|
||||
hits = []
|
||||
for i in range(len(records) - 1):
|
||||
rec = records[i]
|
||||
bb = rec.get("bodyBefore") or {}
|
||||
res = rec.get("result") or {}
|
||||
if not is_airborne(bb):
|
||||
continue
|
||||
if not res.get("collisionNormalValid"):
|
||||
continue
|
||||
n = res.get("collisionNormal") or {"x": 0, "y": 0, "z": 0}
|
||||
if not is_steep_normal(n):
|
||||
continue
|
||||
|
||||
nxt = records[i + 1]
|
||||
nbb = nxt.get("bodyBefore") or {}
|
||||
vz_now = bb.get("velocity", {}).get("z", 0.0)
|
||||
vz_next = nbb.get("velocity", {}).get("z", 0.0)
|
||||
still_airborne_next = is_airborne(nbb)
|
||||
|
||||
if still_airborne_next and (vz_next - vz_now) > BOUNCE_VZ_JUMP:
|
||||
hits.append({
|
||||
"file": path_label,
|
||||
"tick": rec.get("tick"),
|
||||
"index": i,
|
||||
"normal": n,
|
||||
"vz_before": vz_now,
|
||||
"vz_after_next_tick": vz_next,
|
||||
"pos": rec.get("input", {}).get("currentPos"),
|
||||
"cellId": rec.get("input", {}).get("cellId"),
|
||||
})
|
||||
return hits
|
||||
|
||||
|
||||
def find_lost_slide_runs(records, path_label):
|
||||
"""Signature B: a run of >= STALL_MIN_RUN consecutive ticks where the
|
||||
body is in Contact-but-not-OnWalkable (resting against a steep surface,
|
||||
the retail-faithful state for a roof/slope per the R6/#182 digest), a
|
||||
move was requested each tick, but net advance stays near zero — the
|
||||
"lost roof slide" / edge-wedge fingerprint. Runs adjacent in tick order
|
||||
are merged; only runs of qualifying length are reported."""
|
||||
runs = []
|
||||
i = 0
|
||||
n = len(records)
|
||||
while i < n:
|
||||
rec = records[i]
|
||||
bb = rec.get("bodyBefore") or {}
|
||||
inp = rec.get("input") or {}
|
||||
res = rec.get("result") or {}
|
||||
|
||||
requested = dist(inp.get("targetPos", inp.get("currentPos", {"x":0,"y":0,"z":0})),
|
||||
inp.get("currentPos", {"x": 0, "y": 0, "z": 0}))
|
||||
advanced = dist(res.get("position", inp.get("currentPos", {"x":0,"y":0,"z":0})),
|
||||
inp.get("currentPos", {"x": 0, "y": 0, "z": 0}))
|
||||
|
||||
qualifies = (is_contact_not_walkable(bb)
|
||||
and requested > STALL_EPS
|
||||
and advanced <= STALL_EPS)
|
||||
|
||||
if not qualifies:
|
||||
i += 1
|
||||
continue
|
||||
|
||||
start = i
|
||||
while i < n:
|
||||
rec2 = records[i]
|
||||
bb2 = rec2.get("bodyBefore") or {}
|
||||
inp2 = rec2.get("input") or {}
|
||||
res2 = rec2.get("result") or {}
|
||||
requested2 = dist(inp2.get("targetPos", inp2.get("currentPos", {"x":0,"y":0,"z":0})),
|
||||
inp2.get("currentPos", {"x": 0, "y": 0, "z": 0}))
|
||||
advanced2 = dist(res2.get("position", inp2.get("currentPos", {"x":0,"y":0,"z":0})),
|
||||
inp2.get("currentPos", {"x": 0, "y": 0, "z": 0}))
|
||||
ok2 = (is_contact_not_walkable(bb2) and requested2 > STALL_EPS and advanced2 <= STALL_EPS)
|
||||
if not ok2:
|
||||
break
|
||||
i += 1
|
||||
end = i - 1
|
||||
|
||||
run_len = end - start + 1
|
||||
if run_len >= STALL_MIN_RUN:
|
||||
first = records[start]
|
||||
last = records[end]
|
||||
runs.append({
|
||||
"file": path_label,
|
||||
"start_tick": first.get("tick"),
|
||||
"end_tick": last.get("tick"),
|
||||
"start_index": start,
|
||||
"end_index": end,
|
||||
"length": run_len,
|
||||
"cellId": first.get("input", {}).get("cellId"),
|
||||
"pos_start": first.get("input", {}).get("currentPos"),
|
||||
"pos_end": last.get("input", {}).get("currentPos"),
|
||||
"contactPlaneNormal": (first.get("bodyBefore") or {}).get("contactPlane", {}).get("normal"),
|
||||
})
|
||||
return runs
|
||||
|
||||
|
||||
def main(paths):
|
||||
all_bounce = []
|
||||
all_stall = []
|
||||
for path in paths:
|
||||
records = load(path)
|
||||
label = path
|
||||
bounce = find_uphill_bounce_candidates(records, label)
|
||||
stall = find_lost_slide_runs(records, label)
|
||||
all_bounce.extend(bounce)
|
||||
all_stall.extend(stall)
|
||||
|
||||
print(f"=== {path}: {len(records)} records ===")
|
||||
print(f" uphill-jump-bounce candidates: {len(bounce)}")
|
||||
print(f" lost-slide/edge-wedge runs (>= {STALL_MIN_RUN} ticks): {len(stall)}")
|
||||
|
||||
print()
|
||||
print("=== Signature A: uphill-jump bounce (first 15) ===")
|
||||
for h in all_bounce[:15]:
|
||||
print(f" {h['file']} tick={h['tick']} idx={h['index']} cell=0x{h['cellId']:08X} "
|
||||
f"normal=({h['normal']['x']:.3f},{h['normal']['y']:.3f},{h['normal']['z']:.3f}) "
|
||||
f"vz {h['vz_before']:.3f} -> {h['vz_after_next_tick']:.3f} "
|
||||
f"pos=({h['pos']['x']:.2f},{h['pos']['y']:.2f},{h['pos']['z']:.2f})")
|
||||
|
||||
print()
|
||||
print("=== Signature B: lost-slide / edge-wedge runs (first 15, sorted by length desc) ===")
|
||||
all_stall.sort(key=lambda r: -r["length"])
|
||||
for r in all_stall[:15]:
|
||||
cn = r["contactPlaneNormal"] or {"x": 0, "y": 0, "z": 0}
|
||||
print(f" {r['file']} ticks=[{r['start_tick']}..{r['end_tick']}] "
|
||||
f"idx=[{r['start_index']}..{r['end_index']}] len={r['length']} "
|
||||
f"cell=0x{r['cellId']:08X} cpNormal=({cn['x']:.3f},{cn['y']:.3f},{cn['z']:.3f}) "
|
||||
f"pos {r['pos_start']['x']:.2f},{r['pos_start']['y']:.2f},{r['pos_start']['z']:.2f} "
|
||||
f"-> {r['pos_end']['x']:.2f},{r['pos_end']['y']:.2f},{r['pos_end']['z']:.2f}")
|
||||
|
||||
print()
|
||||
print(f"TOTAL: {len(all_bounce)} bounce candidates, {len(all_stall)} stall runs "
|
||||
f"across {len(paths)} file(s).")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
if len(sys.argv) < 2:
|
||||
print(__doc__)
|
||||
sys.exit(1)
|
||||
main(sys.argv[1:])
|
||||
Loading…
Add table
Add a link
Reference in a new issue