park #177: retail cdb trace DISPROVES the portal-flood theory

Attached cdb to live retail (PDB MATCH), broke on PView::DrawCells (0x005a4840),
dumped cell_draw_num + cell_draw_list cell ids + the eye
(Render::FrameCurrent->viewer.viewpoint) while descending the Facility Hub spiral.
Retail's flood is dynamic and IDENTICAL in character to ours: from the spiral cells
it swings num 3->27 with gaze and collapses to 3 cells at many poses (cam=015d ->
{015d 015e 015f}). Our flood does the same (3->43). So retail does NOT keep the
staircase where we drop it -- the flood is exonerated as the cause.

Session trail (all in ISSUES #177): ruled out lighting, membership, camera coherence,
the collision sweep, the 0178/0182/0183 handoff cells, and edge-on eye-in-opening
(fix#1 shipped -> visual-gate-failed -> reverted, PortalVisibilityBuilder + AP-86 both
restored exactly). Freshest un-chased lead: the steps are STATIC objects (GfxObj
0x010000DE x6/cell) drawn via the viewcone cull, not cell shell.

Adds: Issue177StairDescentCameraFloodTests (real-camera+flood + composition +
flood-depth characterization pins) and a reusable retail-cdb capture toolchain
(tools/cdb/pview-verify.cdb, pview-spiral2.cdb with the correct top-level-qd detach --
qd in a CONDITIONAL bp action does NOT fire and strands cdb attached).

No production code change (fix#1 reverted). PARKED per user; M1.5 critical path next.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-07 08:43:21 +02:00
parent c84dc49a63
commit 554af5042d
4 changed files with 678 additions and 1 deletions

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@ -299,7 +299,100 @@ investigation (`docs/research/2026-07-06-176-177-render-pair-investigation.md`).
## #177 — Dungeon stairs pop in/out across levels (invisible until entering the room; last step vanishes running down) ## #177 — Dungeon stairs pop in/out across levels (invisible until entering the room; last step vanishes running down)
**⚠️ UPDATE 2026-07-06 (visual gate) — this is NOT lighting.** The A7 visible-cell **🅿️ PARKED 2026-07-07** (user decision, after retail cdb disproved the portal-flood theory —
see session-3b below). NOT a blocker (cosmetic indoor pop). Ruled out with evidence: lighting,
membership, camera coherence, the collision sweep, the `0178/0182/0183` handoff cells, edge-on
eye-in-opening (fix#1 shipped→gate-failed→REVERTED), and the portal flood itself (retail's flood
collapses identically). **Freshest un-chased lead:** the steps are STATIC objects (GfxObj
`0x010000DE` ×6/cell) drawn via the separate viewcone cull, NOT cell shell — probe acdream's
step-static draw vs retail's. Characterization pins + the reusable retail-cdb capture toolchain
(`tools/cdb/pview-spiral2.cdb`, eye + `cell_draw_list` dump, clean top-level `qd` detach) are
committed. Resume from the session-3b block.
**⚠️ UPDATE 2026-07-07 (session 3b) — cdb-traced RETAIL; the PORTAL-FLOOD theory is
DISPROVEN by retail's own ground truth.** Attached cdb to live retail (PDB MATCH),
broke on `PView::DrawCells` (0x005a4840), dumped `cell_draw_num` + `cell_draw_list` cell
ids (`.data[i]->m_DID.id`) + the eye (`Render::FrameCurrent->viewer.viewpoint`) while the
user descended the spiral (`retail-spiral2.log`, 767 samples). **Retail's flood is dynamic
and IDENTICAL in character to ours** — from the spiral cells it swings `num` 3→27 with gaze
and COLLAPSES to 3 cells at many poses (e.g. cam=015d eye(60.05,-28.51,-3.66) → just
{015d 015e 015f}; cam=014b → {014b 014c 014a}). Our flood does the same (3→43, headless
`FloodDepthFrom015E_VsRetail26` = max 43 vs retail 26). So retail does NOT keep the spiral
where we drop it — the flood is EXONERATED as the cause. **The vanish must be DOWNSTREAM of
the flood** (unexplored): the steps in these spiral cells are STATIC objects (GfxObj
`0x010000DE` ×6/cell), drawn via the separate viewcone cull (`ViewconeCuller.SphereVisibleInCell`
/ `DrawCellObjectLists`), NOT the cell shell — acdream may cull those step statics where
retail doesn't. OR a per-pose clip difference at the exact descending gaze (would need
retail's gaze — not yet captured — to confirm, but the matching num RANGES argue against it).
cdb watchout CONFIRMED THE HARD WAY: `qd` in a CONDITIONAL bp action does NOT fire (stuck
cdb → had to kill it → took retail down). Reliable detach = bp action falls through to BREAK
after N (no gc), then top-level `qd` (`tools/cdb/pview-spiral2.cdb`). NEXT: probe acdream's
step-static (0x010000DE) draw/viewcone in the spiral vs the cell shell.
**⚠️ UPDATE 2026-07-07 (session 3) — fix#1 (edge-on eye-in-opening rescue) FAILED the
visual gate + REVERTED; [flood-collapse framing superseded by 3b — retail's flood collapses
the same way, so the flood is not the differentiator]. The mechanism is a GRAZING/SLIVER
FLOOD COLLAPSE in the tight SPIRAL staircase, NOT the edge-on-in-plane case.** Live [stair-clip]+[flap] capture
(`launch-177-stairclip.log`, PROBE_FLAP): the user's staircase is the `0x8A02` SPIRAL
`01C0→01C1→…→01C8→0210→…` (cells stacked z 0..6, joined by floor/ceiling portals + turning
via alternating ±Y wall portals; the recurring `0x010000DE`×6 statics are the steps). At the
vanish, root=`01C8`, vis collapses **12→3**: the DOWN floor-portal `→0210` goes OFF-SCREEN
(`clip=0`, D=3.75 — NOT edge-on) and the wall portals `→01C4/01C9` project to SLIVERS
(`clip=3`), so the flood barely spreads and 9 cells (the spiral) drop. Turning slightly
re-admits (portals swing on-screen); zoom-out gives a top-down shaft view (aligned floor
portals) → floods down → visible. **The camera is NOT collision-jammed**`[flap-sweep]`
`pulledIn=0.00` across all 103k frames, full boom, `collNormValid=False` — so it is purely
the flood/clip, from a NATURAL chase pose. This is the #119/#181 grazing/sliver-clip class.
**The retail contradiction (hit 3×):** retail draws only the flood (`PView::DrawCells`
`cell_draw_list`) and `polyClipFinish` also rejects <3-vert slivers so retail's flood
*should* collapse the same way, yet the user's retail shows the spiral. Something about
retail's viewpoint or flood in a spiral differs in a way NOT derivable from static analysis.
**NEXT: cdb-trace retail descending this spiral** (capture `PView::ConstructView`
`cell_draw_list` contents + `Render::FrameCurrent->viewer.viewpoint`) to see how retail keeps
the spiral flooded — the CLAUDE.md tool for "guessing failed twice." Characterization pins +
the [stair-clip] probe (reverted from the shipped path) live in
`Issue177StairDescentCameraFloodTests`. DO-NOT-RETRY: the edge-on eye-in-opening rescue
(fix#1) — the vanish D is never near 0; a camera-press fix — the sweep is never pulled in.
**⚠️ UPDATE 2026-07-06 (session 2) — [superseded by session 3; the edge-on sub-case below
is real but is NOT the production vanish]. ROOT CAUSE RE-DIAGNOSED with production-faithful
evidence; the two prior attributions below (lighting; then "flood-admission miss at
0178/0182/0183") are BOTH SUPERSEDED.** Findings, all evidence-backed (headless real-camera
harness `Issue177StairDescentCameraFloodTests` + production `[flap]/[flap-cam]/[vis]/[cell-transit]`
capture `launch-177-flapcell2.log`):
- **NOT membership, NOT camera coherence, NOT the collision sweep.** Across the whole
capture: `eyeInRoot=Y` on every frame (0 anomalies), the camera sweep never failed
(0 failures). The render root always contains the eye. My headless harness driving the
REAL chase camera + REAL sweep down the stairs = `collapses=0, incoherentFrames=0`.
- **The real staircase the user tests is `0x8A02015E/015F/01C1`** (stacked vertically,
joined by **floor/ceiling portals** N=(0,0,±1), 67 statics each) — NOT `0178/0182/0183`
(those have no statics, no floor portals). The handoff mis-identified the staircase.
- **The steps are cell SHELL geometry** (drawn whole/unconditionally when the cell is
admitted), so the vanish ⇒ the cell drops from the flood.
- **MECHANISM: you can flood DOWN a staircase but not UP it.** `[vis]` sets: root `01C1`
(top) ⊇ {015F,015E}; root `015F` drops `01C1`; root `015E` drops both `015F` AND `01C1`.
The up-cell dies at the **CLIP, never the side test** (root `015F``01C1`: CULL=0,
edge-on clip≤0 = 1508/1782). The chase-camera eye on a staircase sits at/near the cell
boundary = the floor/ceiling portal PLANE (local eye-z ≈ 6.0 = the ceiling, `D≈0`),
so the vertical portal projects EDGE-ON (collinear, <3 verts) `ClipPortalAgainstView`
rejects it → the stacked cell above never floods in → the whole staircase above the
camera vanishes. Descending puts the camera below the stairs (vanish); looking back
from the lower cell (vanish); zoom-out lifts the camera to a higher root that floods
DOWN (floor portals admit) → visible. It's the #119/#181 edge-on-clip class, on VERTICAL
(floor/ceiling) portals viewed from a boundary-height eye.
- **Retail complication (why the fix is NOT a naive clip relax):** `PView::DrawCells`
(0x005a4840) draws `cell_draw_list` (the portal flood), and `polyClipFinish` ALSO
rejects <3 survivors (docs/research/2026-06-11-polyclipfinish-w0-clip-pseudocode.md
lines 39,59). So retail's flood would drop an edge-on portal too — meaning retail's
eye must NOT sit edge-on with floor/ceiling portals (leading hypothesis: retail's flood
viewpoint is mid-cell / the player-eye at ~1.7 m above the floor, never in a floor
portal's plane; our chase-cam eye rides up to the ceiling portal). NEXT: confirm retail's
stair-camera eye height (cdb) OR the flood-seed viewpoint, then fix retail-faithfully
(camera-side keep-eye-off-portal-planes vs a narrow boundary-eye flood rule). DO NOT
relax `ClipToRegion`'s <3 gate (diverges from retail + risks #119/#181).
**⚠️ UPDATE 2026-07-06 (visual gate) — this is NOT lighting.** [SUPERSEDED by session-2
block above.] The A7 visible-cell
light-scoping fix shipped + was probe-validated, but the user's gate showed the stairs light-scoping fix shipped + was probe-validated, but the user's gate showed the stairs
STILL not visible looking back from the corridor (zoom-out changes the last-step case). STILL not visible looking back from the corridor (zoom-out changes the last-step case).
Eye-position/flood behavior ⇒ a portal-VISIBILITY miss at the stair cells Eye-position/flood behavior ⇒ a portal-VISIBILITY miss at the stair cells

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@ -0,0 +1,560 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Numerics;
using AcDream.App.Rendering;
using AcDream.Core.Physics;
using AcDream.Core.Rendering;
using DatReaderWriter;
using DatReaderWriter.Options;
using DatEnvCell = DatReaderWriter.DBObjs.EnvCell;
using DatEnvironment = DatReaderWriter.DBObjs.Environment;
using Xunit;
using Xunit.Abstractions;
namespace AcDream.App.Tests.Rendering;
/// <summary>
/// #177 decisive full-chain replay: drive the REAL <see cref="RetailChaseCamera"/>
/// + REAL <see cref="PhysicsCameraCollisionProbe"/> down the Facility Hub
/// staircase against the REAL BSP, then feed the swept (ViewerCellId, eye,
/// View*Projection) into <see cref="PortalVisibilityBuilder.Build"/> — exactly
/// the production coupling (GameWindow ~9055-9065 + RetailPViewRenderer.DrawInside).
///
/// The earlier Issue176177 replays fed SYNTHETIC (root, eye) pairs: Scenario A
/// admitted the stairs fine from a coherent corridor root, Scenario E collapsed
/// the flood 12->1 but only because it HELD the root at the old cell while the
/// eye crossed a portal plane. This test removes the assumption: the root IS the
/// swept camera cell, the eye IS the swept camera eye, both from the same sweep.
/// If the stairs still collapse, #177 is a production root/eye coupling defect
/// and the printed per-portal side-test D names the failing gate. If they stay
/// admitted, the flood is exonerated and the artifact lives downstream.
/// </summary>
public class Issue177StairDescentCameraFloodTests
{
private const uint FacilityHub = 0x8A020000u;
private readonly ITestOutputHelper _out;
public Issue177StairDescentCameraFloodTests(ITestOutputHelper output) => _out = output;
private static string? ResolveDatDir()
{
var fromEnv = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR");
if (!string.IsNullOrWhiteSpace(fromEnv) && Directory.Exists(fromEnv)) return fromEnv;
var def = Path.Combine(
Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
return Directory.Exists(def) ? def : null;
}
private static PhysicsEngine BuildHubEngine(DatCollection dats)
{
var cache = new PhysicsDataCache();
var engine = new PhysicsEngine { DataCache = cache };
for (uint low = 0x0100u; low <= 0x01FFu; low++)
{
uint id = FacilityHub | low;
var datCell = dats.Get<DatEnvCell>(id);
if (datCell is null) continue;
var environment = dats.Get<DatEnvironment>(0x0D000000u | datCell.EnvironmentId);
if (environment is null) continue;
if (!environment.Cells.TryGetValue(datCell.CellStructure, out var cellStruct) || cellStruct is null)
continue;
var world = Matrix4x4.CreateFromQuaternion(datCell.Position.Orientation) *
Matrix4x4.CreateTranslation(datCell.Position.Origin);
cache.CacheCellStruct(id, datCell, cellStruct, world);
}
var heights = new byte[81];
var heightTable = new float[256];
for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
engine.AddLandblock(FacilityHub, new TerrainSurface(heights, heightTable),
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(), 0f, 0f);
return engine;
}
// Analytic ramp floor from Scenario B: flat -6 (x<95), descends to -9 across
// x 95..98.333, then flat -9.
private static float FloorZ(float x)
=> x < 95f ? -6f
: x < 98.333f ? -6f - 3f * (x - 95f) / 3.333f
: -9f;
// Replicated side test (PortalVisibilityBuilder.CameraOnInteriorSide is private).
private const float PortalSideEpsilon = 0.01f;
private static bool EyeInteriorSide(LoadedCell cell, int i, Vector3 eye)
{
if (i >= cell.ClipPlanes.Count) return true;
var pl = cell.ClipPlanes[i];
if (pl.Normal.LengthSquared() < 1e-8f) return true;
var local = Vector3.Transform(eye, cell.InverseWorldTransform);
float dot = Vector3.Dot(pl.Normal, local) + pl.D;
return pl.InsideSide == 0 ? dot >= -PortalSideEpsilon : dot <= PortalSideEpsilon;
}
private static float SideD(LoadedCell cell, int i, Vector3 eye)
{
if (i >= cell.ClipPlanes.Count) return float.NaN;
var pl = cell.ClipPlanes[i];
if (pl.Normal.LengthSquared() < 1e-8f) return float.NaN;
var local = Vector3.Transform(eye, cell.InverseWorldTransform);
return Vector3.Dot(pl.Normal, local) + pl.D;
}
private static string CellSet(IEnumerable<uint> ids)
=> string.Join(" ", ids.Select(id => $"{id & 0xFFFFu:X4}"));
[Fact]
public void StairCellComposition_ShellVsStatics()
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
foreach (uint low in new uint[] { 0x01C8, 0x01C4, 0x01C9, 0x0210, 0x020E, 0x01C1, 0x01C0 })
{
uint id = FacilityHub | low;
var envCell = dats.Get<DatEnvCell>(id);
if (envCell is null) { _out.WriteLine($"0x{low:X4}: (no dat cell)"); continue; }
var environment = dats.Get<DatEnvironment>(0x0D000000u | envCell.EnvironmentId);
environment!.Cells.TryGetValue(envCell.CellStructure, out var cs);
int polys = cs?.Polygons.Count ?? -1;
int verts = cs?.VertexArray.Vertices.Count ?? -1;
var mn = new Vector3(float.MaxValue); var mx = new Vector3(float.MinValue);
if (cs is not null)
foreach (var kv in cs.VertexArray.Vertices)
{ var o = kv.Value.Origin; var v = new Vector3(o.X, o.Y, o.Z); mn = Vector3.Min(mn, v); mx = Vector3.Max(mx, v); }
int statics = envCell.StaticObjects?.Count ?? 0;
bool seenOut = (envCell.Flags & DatReaderWriter.Enums.EnvCellFlags.SeenOutside) != 0;
_out.WriteLine(FormattableString.Invariant(
$"0x{low:X4} env=0x{envCell.EnvironmentId:X4} struct={envCell.CellStructure} shellPolys={polys} shellVerts={verts} bounds=[{mn.X:F1},{mn.Y:F1},{mn.Z:F1}]..[{mx.X:F1},{mx.Y:F1},{mx.Z:F1}] portals={envCell.CellPortals.Count} statics={statics} seenOut={seenOut}"));
if (envCell.StaticObjects is not null)
foreach (var stab in envCell.StaticObjects)
{
var o = stab.Frame.Origin;
_out.WriteLine(FormattableString.Invariant(
$" static Id=0x{stab.Id:X8} kind={(stab.Id >> 24 == 0x02 ? "Setup" : stab.Id >> 24 == 0x01 ? "GfxObj" : "?")} pos=({o.X:F2},{o.Y:F2},{o.Z:F2})"));
}
// Portal normals (local space) — horizontal (|Nz|~1) = FLOOR/CEILING portal
// (the edge-on-clip suspect); vertical (|Nz|~0) = wall/doorway portal.
var lc = renderLookup(id);
if (lc is not null)
for (int i = 0; i < lc.Portals.Count; i++)
{
var n = i < lc.ClipPlanes.Count ? lc.ClipPlanes[i].Normal : Vector3.Zero;
string kind = MathF.Abs(n.Z) > 0.7f ? "FLOOR/CEIL" : MathF.Abs(n.Z) < 0.3f ? "wall" : "slope";
_out.WriteLine(FormattableString.Invariant(
$" portal[{i}]->0x{lc.Portals[i].OtherCellId:X4} N=({n.X:F2},{n.Y:F2},{n.Z:F2}) {kind} inside={lc.ClipPlanes[i].InsideSide}"));
}
}
LoadedCell? renderLookup(uint id)
{
try { return CornerFloodReplayTests.LoadCell(dats, id); }
catch (InvalidOperationException) { return null; }
}
}
/// <summary>
/// #177 re-diagnosis (fix#1 failed the visual gate): the vanish flips on a SLIGHT turn +
/// depends on zoom, so it is a gaze/eye knife-edge, not the eye-squarely-in-opening case
/// fix#1 handled. Drive the REAL camera at a fixed player spot on the 015F stairs, sweep
/// yaw FINELY at two zooms, and print the viewer cell + stair-cell admission each step to
/// locate the knife-edge and which cell flips.
/// </summary>
[Fact]
public void RealStaircase_FineYawZoomSweep_FindKnifeEdge()
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var renderCells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
var engine = BuildHubEngine(dats);
Func<uint, LoadedCell?> lookup = id => renderCells.TryGetValue(id, out var c) ? c : null;
bool sC = CameraDiagnostics.CollideCamera; bool sA = CameraDiagnostics.AlignToSlope;
try
{
CameraDiagnostics.CollideCamera = true; CameraDiagnostics.AlignToSlope = true;
CameraDiagnostics.TranslationStiffness = 0.45f; CameraDiagnostics.RotationStiffness = 0.45f;
uint[] stair = { 0x015Eu, 0x015Fu, 0x01C1u, 0x01C0u, 0x020Fu };
// Player standing mid-015F stairs, eye near the ceiling boundary (per the sweep char).
foreach (var playerPos in new[] { new Vector3(60.5f, -46f, -2.5f), new Vector3(60.5f, -47f, -3.0f) })
foreach (float dist in new[] { 2.61f, 12.0f })
{
_out.WriteLine(FormattableString.Invariant(
$"=== player=({playerPos.X:F1},{playerPos.Y:F1},{playerPos.Z:F1}) zoom={dist} ==="));
var cam = new RetailChaseCamera
{
CollisionProbe = new PhysicsCameraCollisionProbe(engine),
FovY = MathF.PI / 3f, Aspect = 16f / 9f, Distance = dist,
};
uint prevViewer = 0; string prevAdmit = "";
for (float yawDeg = 0f; yawDeg < 360f; yawDeg += 6f)
{
float yaw = yawDeg * MathF.PI / 180f;
var (pcell, _) = engine.AdjustPosition(FacilityHub | 0x015Fu, playerPos + new Vector3(0, 0, 0.1f));
for (int i = 0; i < 160; i++)
cam.Update(playerPos, yaw, Vector3.Zero, true, Vector3.UnitZ, 1f / 60f, pcell, 0x5000000A);
var eye = cam.Position; uint viewer = cam.ViewerCellId;
string admit = "?";
if (viewer != 0u && renderCells.TryGetValue(viewer, out var rc))
{
var f = PortalVisibilityBuilder.Build(rc, eye, lookup, cam.View * cam.Projection, null, PortalVisibilityBuilder.ShellDrawLiftZ);
var s = f.OrderedVisibleCells;
admit = string.Concat(stair.Select(low => (s.Contains(FacilityHub | low) ? "1" : "0")));
}
// Print only when viewer or the admit pattern CHANGES (knife-edges).
if (viewer != prevViewer || admit != prevAdmit)
{
_out.WriteLine(FormattableString.Invariant(
$" yaw={yawDeg,3:F0} eye=({eye.X,6:F2},{eye.Y,6:F2},{eye.Z,6:F2}) viewer=0x{viewer & 0xFFFF:X4} stair[5E,5F,C1,C0,0F]={admit}"));
prevViewer = viewer; prevAdmit = admit;
}
}
}
}
finally { CameraDiagnostics.CollideCamera = sC; CameraDiagnostics.AlignToSlope = sA; }
}
/// <summary>
/// #177 retail-vs-us flood DEPTH: retail's cdb capture shows PView cell_draw_num reaching 26
/// cells from camera cell 015E (avg 14.3) looking down the spiral shaft. Sweep OUR real camera
/// from 015E over many gaze/zoom poses and report the max/avg OrderedVisibleCells — if ours
/// caps well below retail's 26, our flood truncates the spiral (the vanish).
/// </summary>
[Fact]
public void FloodDepthFrom015E_VsRetail26()
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var renderCells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
var engine = BuildHubEngine(dats);
Func<uint, LoadedCell?> lookup = id => renderCells.TryGetValue(id, out var c) ? c : null;
bool sC = CameraDiagnostics.CollideCamera; bool sA = CameraDiagnostics.AlignToSlope;
try
{
CameraDiagnostics.CollideCamera = true; CameraDiagnostics.AlignToSlope = true;
CameraDiagnostics.TranslationStiffness = 0.45f; CameraDiagnostics.RotationStiffness = 0.45f;
int maxCells = 0; uint bestViewer = 0; double sum = 0; int n = 0; string bestSet = "";
foreach (var playerPos in new[] { new Vector3(61f, -42f, -4f), new Vector3(60f, -41f, -5f), new Vector3(62f, -43f, -4f) })
foreach (float dist in new[] { 2.61f, 4f, 8f })
foreach (float pitch in new[] { 0.291f, 0.7f, -0.2f })
{
var cam = new RetailChaseCamera { CollisionProbe = new PhysicsCameraCollisionProbe(engine), FovY = MathF.PI / 3f, Aspect = 16f / 9f, Distance = dist, Pitch = pitch };
for (float yawDeg = 0f; yawDeg < 360f; yawDeg += 10f)
{
float yaw = yawDeg * MathF.PI / 180f;
var (pcell, _) = engine.AdjustPosition(FacilityHub | 0x015Eu, playerPos + new Vector3(0, 0, 0.1f));
for (int i = 0; i < 140; i++) cam.Update(playerPos, yaw, Vector3.Zero, true, Vector3.UnitZ, 1f / 60f, pcell, 0x5000000A);
uint viewer = cam.ViewerCellId;
if (viewer == 0u || !renderCells.TryGetValue(viewer, out var rc)) continue;
var f = PortalVisibilityBuilder.Build(rc, cam.Position, lookup, cam.View * cam.Projection, null, PortalVisibilityBuilder.ShellDrawLiftZ);
int c = f.OrderedVisibleCells.Count; sum += c; n++;
if (c > maxCells) { maxCells = c; bestViewer = viewer; bestSet = CellSet(f.OrderedVisibleCells.OrderBy(v => v)); }
}
}
_out.WriteLine(FormattableString.Invariant(
$"OUR flood from 015E-area: maxCells={maxCells} (retail max=26) avg={sum / Math.Max(1, n):F1} (retail avg=14.3) bestViewer=0x{bestViewer & 0xFFFF:X4}"));
_out.WriteLine($" best set: [{bestSet}]");
}
finally { CameraDiagnostics.CollideCamera = sC; CameraDiagnostics.AlignToSlope = sA; }
}
private static Matrix4x4 ViewProj(Vector3 eye, Vector3 dir)
=> Matrix4x4.CreateLookAt(eye, eye + Vector3.Normalize(dir), Vector3.UnitZ)
* Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 0.1f, 5000f);
// Signed distance of a WORLD point to a render cell's portal[i] plane (local-space plane).
private static float PortalPlaneDistance(LoadedCell cell, int i, Vector3 worldPt)
{
var pl = cell.ClipPlanes[i];
var local = Vector3.Transform(worldPt, cell.InverseWorldTransform);
return Vector3.Dot(pl.Normal, local) + pl.D;
}
/// <summary>
/// #177 THE decisive experiment. Reproduce the captured failing frame — camera in
/// cell 0x015F with the eye sitting IN the ceiling-portal plane (production [flap]:
/// root=015F eye=(60.47,-46.57,-0.00), p->01C1 clip=0) — and confirm the upper
/// stair cell 01C1 drops from the flood. Then move the SAME eye 0.4 m off that
/// plane (into the cell interior) and confirm 01C1 is re-admitted. If the contrast
/// holds, #177's fix is a viewpoint-off-the-portal-plane rule, and the load-bearing
/// clip (#119/#181) is correct as-is.
/// </summary>
[Fact]
public void EdgeOnCeilingPortal_DropsUpperCell_OffPlaneReadmits()
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var cells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
Func<uint, LoadedCell?> lookup = id => cells.TryGetValue(id, out var c) ? c : null;
var root = cells[FacilityHub | 0x015Fu];
uint upperId = FacilityHub | 0x01C1u;
// Find 015F's portal to 01C1 (the ceiling/up portal) + report its normal.
int upIdx = -1;
for (int i = 0; i < root.Portals.Count; i++)
if (root.Portals[i].OtherCellId == 0x01C1u) { upIdx = i; break; }
Assert.True(upIdx >= 0, "015F has no portal to 01C1");
var upN = root.ClipPlanes[upIdx].Normal;
_out.WriteLine(FormattableString.Invariant(
$"015F portal[{upIdx}]->01C1 localN=({upN.X:F2},{upN.Y:F2},{upN.Z:F2})"));
// Look UP the stairs so the ceiling portal + 01C1 land on screen.
var gaze = new Vector3(0f, -0.3f, 1f);
// Captured FAILING eye — in the ceiling-portal plane (world z ~0).
var eyeEdgeOn = new Vector3(60.47f, -46.57f, -0.00f);
// Same eye, pulled 0.4 m DOWN (off the ceiling portal, into 015F's interior).
var eyeOffPlane = eyeEdgeOn + new Vector3(0f, 0f, -0.40f);
foreach (var (label, eye) in new[] { ("edge-on(captured)", eyeEdgeOn), ("off-plane(-0.4z)", eyeOffPlane) })
{
float d = PortalPlaneDistance(root, upIdx, eye);
var frame = PortalVisibilityBuilder.Build(
root, eye, lookup, ViewProj(eye, gaze),
buildingMembership: null, drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ);
var vis = frame.OrderedVisibleCells.OrderBy(v => v).ToList();
bool up = vis.Contains(upperId);
string admit = up ? "ADMITTED" : "DROPPED";
_out.WriteLine(FormattableString.Invariant(
$"{label,-18} eye=({eye.X,6:F2},{eye.Y,6:F2},{eye.Z,6:F2}) D->01C1={d,6:F3} 01C1={admit} flood={vis.Count} [{CellSet(vis)}]"));
}
// #177 CHARACTERIZATION (fix#1 reverted — this edge-on-in-plane case was NOT the
// production mechanism; the real vanish is a grazing/sliver flood collapse in the
// spiral, root 0x01C8, portals off-screen/sliver, camera NOT collision-jammed).
// Kept as a mechanism pin: an eye exactly in the ceiling-portal plane drops the upper
// cell (edge-on → <3 clip), an eye 0.4 m off admits it via the normal clip.
var fEdge = PortalVisibilityBuilder.Build(root, eyeEdgeOn, lookup, ViewProj(eyeEdgeOn, gaze), null, PortalVisibilityBuilder.ShellDrawLiftZ);
var fOff = PortalVisibilityBuilder.Build(root, eyeOffPlane, lookup, ViewProj(eyeOffPlane, gaze), null, PortalVisibilityBuilder.ShellDrawLiftZ);
Assert.DoesNotContain(upperId, fEdge.OrderedVisibleCells); // edge-on drops (mechanism)
Assert.Contains(upperId, fOff.OrderedVisibleCells); // off-plane admits (control)
}
/// <summary>
/// #177 sweep characterization: place the player on the 015F staircase and drive the
/// REAL chase camera + collision sweep, reporting where the eye lands relative to the
/// 015F ceiling-portal plane (world z=0). If the eye rests AT the plane (|D|~0) the
/// flood collapses (see EdgeOnCeilingPortal test); this shows whether that is a swept
/// contact leaving the eye on the surface vs free-space boom geometry.
/// </summary>
[Fact]
public void StaircaseSweep_EyeClearanceFromCeilingPortal()
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var renderCells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
var engine = BuildHubEngine(dats);
var root015F = renderCells[FacilityHub | 0x015Fu];
int upIdx = 0; // portal[0]->01C1 (ceiling)
bool sC = CameraDiagnostics.CollideCamera; bool sA = CameraDiagnostics.AlignToSlope;
try
{
CameraDiagnostics.CollideCamera = true; CameraDiagnostics.AlignToSlope = true;
CameraDiagnostics.TranslationStiffness = 0.45f; CameraDiagnostics.RotationStiffness = 0.45f;
// Player on the 015F stairs (world y~-46, ceiling portal at world z~0), swept
// at a range of heights + facings (up-stairs = -Y, down-stairs = +Y).
foreach (float pz in new[] { -1.0f, -1.5f, -2.0f, -2.5f, -3.0f, -3.5f })
foreach (var (fLabel, yaw) in new (string, float)[] { ("up(-Y)", -MathF.PI / 2f), ("down(+Y)", MathF.PI / 2f) })
{
var playerPos = new Vector3(60.5f, -46f, pz);
var (pcell, _) = engine.AdjustPosition(FacilityHub | 0x015Fu, playerPos + new Vector3(0, 0, 0.1f));
var cam = new RetailChaseCamera
{
CollisionProbe = new PhysicsCameraCollisionProbe(engine),
FovY = MathF.PI / 3f, Aspect = 16f / 9f,
};
for (int i = 0; i < 300; i++)
cam.Update(playerPos, yaw, Vector3.Zero, true, Vector3.UnitZ, 1f / 60f, pcell, 0x5000000A);
var eye = cam.Position;
uint viewer = cam.ViewerCellId;
// D from the eye to 015F's ceiling-portal plane (only meaningful if viewer==015F).
float dCeil = PortalPlaneDistance(root015F, upIdx, eye);
_out.WriteLine(FormattableString.Invariant(
$"playerZ={pz,5:F1} face={fLabel,-8} pcell=0x{pcell & 0xFFFF:X4} eye=({eye.X,6:F2},{eye.Y,6:F2},{eye.Z,6:F2}) viewer=0x{viewer & 0xFFFF:X4} D->ceilPortal={dCeil,6:F3}"));
}
}
finally { CameraDiagnostics.CollideCamera = sC; CameraDiagnostics.AlignToSlope = sA; }
}
[Theory]
// spot label, player x, player cell, description
[InlineData(90.0f, 0x0178u, "TOP corridor 0178 (approach view)")]
[InlineData(100.0f, 0x0183u, "BOTTOM room 0183 (look-back view)")]
public void ParkedYawZoomSweep_StairAdmission(float px, uint pcell, string label)
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var renderCells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
var engine = BuildHubEngine(dats);
Func<uint, LoadedCell?> lookup = id => renderCells.TryGetValue(id, out var c) ? c : null;
bool sC = CameraDiagnostics.CollideCamera; bool sA = CameraDiagnostics.AlignToSlope;
float sT = CameraDiagnostics.TranslationStiffness, sR = CameraDiagnostics.RotationStiffness;
try
{
CameraDiagnostics.CollideCamera = true; CameraDiagnostics.AlignToSlope = true;
CameraDiagnostics.TranslationStiffness = 0.45f; CameraDiagnostics.RotationStiffness = 0.45f;
var playerPos = new Vector3(px, -40f, FloorZ(px));
uint playerCell = FacilityHub | pcell;
_out.WriteLine($"=== {label} @ ({px:F1},-40,{FloorZ(px):F2}) ===");
foreach (float dist in new[] { 2.61f, 8.0f })
{
_out.WriteLine($" -- zoom Distance={dist} --");
var cam = new RetailChaseCamera
{
CollisionProbe = new PhysicsCameraCollisionProbe(engine),
FovY = MathF.PI / 3f, Aspect = 16f / 9f, Distance = dist,
};
for (float yawDeg = 0f; yawDeg < 360f; yawDeg += 30f)
{
float yaw = yawDeg * MathF.PI / 180f;
// Settle at this yaw (static player).
for (int i = 0; i < 200; i++)
cam.Update(playerPos, yaw, Vector3.Zero, true, Vector3.UnitZ, 1f / 60f, playerCell, 0x5000000A);
Vector3 eye = cam.Position; uint viewer = cam.ViewerCellId;
var vp = cam.View * cam.Projection;
if (viewer != 0u && renderCells.TryGetValue(viewer, out var rootCell))
{
var f = PortalVisibilityBuilder.Build(rootCell, eye, lookup, vp, null, PortalVisibilityBuilder.ShellDrawLiftZ);
var vis = f.OrderedVisibleCells.OrderBy(v => v).ToList();
string flags = $"0178={(vis.Contains(FacilityHub | 0x0178u) ? "Y" : "-")} 0182={(vis.Contains(FacilityHub | 0x0182u) ? "Y" : "-")} 0183={(vis.Contains(FacilityHub | 0x0183u) ? "Y" : "-")} 0181={(vis.Contains(FacilityHub | 0x0181u) ? "Y" : "-")}";
_out.WriteLine(FormattableString.Invariant(
$" yaw={yawDeg,3:F0} eye=({eye.X,6:F2},{eye.Y,6:F2},{eye.Z,6:F2}) viewer=0x{viewer & 0xFFFF:X4} {flags} flood={vis.Count} [{CellSet(vis)}]"));
}
else
_out.WriteLine(FormattableString.Invariant($" yaw={yawDeg,3:F0} eye=({eye.X,6:F2},{eye.Y,6:F2},{eye.Z,6:F2}) viewer=0x{viewer:X8} ROOT-MISSING"));
}
}
}
finally
{
CameraDiagnostics.CollideCamera = sC; CameraDiagnostics.AlignToSlope = sA;
CameraDiagnostics.TranslationStiffness = sT; CameraDiagnostics.RotationStiffness = sR;
}
}
[Fact]
public void Descent_RealCameraSweep_StairCellRetention()
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var renderCells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
var engine = BuildHubEngine(dats);
Func<uint, LoadedCell?> lookup = id => renderCells.TryGetValue(id, out var c) ? c : null;
bool savedColl = CameraDiagnostics.CollideCamera;
bool savedAlign = CameraDiagnostics.AlignToSlope;
float savedT = CameraDiagnostics.TranslationStiffness;
float savedR = CameraDiagnostics.RotationStiffness;
try
{
CameraDiagnostics.CollideCamera = true;
CameraDiagnostics.AlignToSlope = true;
CameraDiagnostics.TranslationStiffness = 0.45f;
CameraDiagnostics.RotationStiffness = 0.45f;
var cam = new RetailChaseCamera
{
CollisionProbe = new PhysicsCameraCollisionProbe(engine),
FovY = MathF.PI / 3f,
Aspect = 16f / 9f,
};
const float yaw = 0f; // facing +X, descending
const float speed = 3.0f; // m/s run
const float dt = 1f / 60f;
float startX = 88f, endX = 101.5f;
// Seat the player + settle the camera at the start pose.
uint playerCell = FacilityHub | 0x0178u;
Vector3 P(float x) => new Vector3(x, -40f, FloorZ(x));
for (int i = 0; i < 400; i++)
cam.Update(P(startX), yaw, Vector3.Zero, true, Vector3.UnitZ, dt, playerCell, 0x5000000A);
_out.WriteLine("x playerCell eye=(x,y,z) viewerCell coh flood stairs rootPortalsPastPlane");
float x = startX;
uint prevViewer = cam.ViewerCellId;
int collapses = 0, incoherentFrames = 0;
while (x <= endX)
{
var playerPos = P(x);
// Track player membership like production: AdjustPosition carry-forward.
var (pc, found) = engine.AdjustPosition(playerCell, playerPos + new Vector3(0, 0, 0.1f));
if (found) playerCell = pc;
cam.Update(playerPos, yaw, new Vector3(speed, 0, 0), true, Vector3.UnitZ, dt, playerCell, 0x5000000A);
Vector3 eye = cam.Position;
uint viewer = cam.ViewerCellId;
var viewProj = cam.View * cam.Projection;
string floodStr, stairs, coh, past;
if (viewer != 0u && renderCells.TryGetValue(viewer, out var rootCell))
{
var frame = PortalVisibilityBuilder.Build(
rootCell, eye, lookup, viewProj,
buildingMembership: null, drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ);
var vis = frame.OrderedVisibleCells.OrderBy(v => v).ToList();
floodStr = $"{vis.Count,2} [{CellSet(vis)}]";
bool ramp = vis.Contains(FacilityHub | 0x0182u);
bool lower = vis.Contains(FacilityHub | 0x0183u);
stairs = $"r{(ramp ? "Y" : "-")}l{(lower ? "Y" : "-")}";
// Coherence: is the eye on the interior side of ALL of root's portals?
// If not, the eye is outside root -> the crossed portal's subtree drops.
var pastList = new List<string>();
bool coherent = true;
for (int i = 0; i < rootCell.Portals.Count && i < rootCell.ClipPlanes.Count; i++)
{
if (!EyeInteriorSide(rootCell, i, eye))
{
coherent = false;
pastList.Add($"p{i}->0x{rootCell.Portals[i].OtherCellId:X4}(D={SideD(rootCell, i, eye):F3})");
}
}
coh = coherent ? "IN " : "OUT";
past = pastList.Count == 0 ? "-" : string.Join(",", pastList);
if (!coherent) incoherentFrames++;
if (vis.Count <= 1) collapses++;
}
else
{
floodStr = "root-missing/0"; stairs = "--"; coh = "?"; past = $"viewer=0x{viewer:X8}";
}
bool viewerFlip = viewer != prevViewer;
prevViewer = viewer;
_out.WriteLine(FormattableString.Invariant(
$"{x,6:F2} 0x{playerCell:X8} ({eye.X,7:F3},{eye.Y,7:F3},{eye.Z,7:F3}) 0x{viewer:X8} {coh} {floodStr} {stairs} {(viewerFlip ? "FLIP " : "")}{past}"));
x += speed * dt;
}
_out.WriteLine($"SUMMARY: collapses(flood<=1)={collapses} incoherentFrames(eye-outside-root)={incoherentFrames}");
}
finally
{
CameraDiagnostics.CollideCamera = savedColl;
CameraDiagnostics.AlignToSlope = savedAlign;
CameraDiagnostics.TranslationStiffness = savedT;
CameraDiagnostics.RotationStiffness = savedR;
}
}
}

View file

@ -0,0 +1,10 @@
.logopen C:\Users\erikn\source\repos\acdream\.claude\worktrees\vigorous-joliot-f0c3ad\retail-spiral2.log
.sympath C:\Users\erikn\source\repos\acdream\refs
.symopt+ 0x40
.reload /f acclient.exe
r $t0 = 0
bp acclient!PView::DrawCells "r $t0=@$t0+1; .if (@$t0 < 6000) { .if (@$t0 % 20 == 0) { r $t1 = @@c++(((acclient!PView*)@ecx)->cell_draw_num); .printf \"[DC] h=%d num=%d:\", @$t0, @$t1; .for (r $t3=0; @$t3 < @$t1; r $t3=@$t3+1) { .printf \" %04x\", @@c++(((acclient!PView*)@ecx)->cell_draw_list.data[@$t3]->m_DID.id) & 0xffff }; .printf \" || eye \"; dx acclient!Render::FrameCurrent->viewer.viewpoint }; gc }"
g
.echo ===DETACHING===
qd
.logclose

View file

@ -0,0 +1,14 @@
.logopen C:\Users\erikn\source\repos\acdream\.claude\worktrees\vigorous-joliot-f0c3ad\retail-pview-verify.log
.sympath C:\Users\erikn\source\repos\acdream\refs
.symopt+ 0x40
.reload /f acclient.exe
.echo ===XVIEW===
x acclient!PView::DrawCells
x acclient!PView::ConstructView
.echo ===DTPVIEW===
dt acclient!PView cell_draw_num cell_draw_list
.echo ===DTENVCELL===
dt acclient!CEnvCell m_DID
r $t0 = 0
bp acclient!PView::DrawCells "r $t0=@$t0+1; .echo ===HIT===; dx ((acclient!PView *)@ecx)->cell_draw_num; dx ((acclient!PView *)@ecx)->cell_draw_list.data[0]->m_DID.id; qd"
g