fix(physics): skip mesh-AABB-fallback cylinder for landblock stabs
ISSUES #83 Phase A1. Landblock stabs (entity.Id 0xC0XXYY00+n per LandblockLoader.cs:55) were being registered with TWO collision shadows: the correct per-part BSP at `entity.Id*256 + partIdx`, AND a redundant mesh-AABB-fallback cylinder at `entity.Id`. The fallback clamped to 1.5m radius, centered at the building's mesh origin, producing user-reported "thin air" collisions inside cottages and within 2m of building exteriors. The fallback was originally designed for canopy-only-BSP procedural scenery (0x80XXYY00+n) — trees whose BSP covers the canopy but not the trunk. Landblock stabs have full BSP coverage and don't need it. Probe evidence (launch-thinair capture): - 0xC0A9B479 cylinder fallback (Holtburg cottage): 104 hits in a short capture session, all inside the cottage main room (cell=0xA9B4013F), ~2m from the building's mesh origin. - 0xA9B47900 BSP (the actual cottage walls): 52 legitimate hits. Fix: one new bool _isLandblockStab + one clause in the existing mesh-AABB-fallback gate. Spec: docs/superpowers/specs/2026-05-21-cylinder-fallback-dedup-design.md. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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docs/superpowers/plans/2026-05-21-cylinder-fallback-dedup.md
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# Cylinder fallback dedupe (Phase A1) — implementation plan
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> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
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**Goal:** Skip the mesh-AABB-fallback cylinder registration for
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landblock stabs (`entity.Id & 0xFF000000u == 0xC0000000u`). Eliminates
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"thin air" collisions inside cottages and around building exteriors.
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**Architecture:** One-line bool definition near existing
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`_isOutdoorMesh` declaration + one additional clause in the existing
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`if` gate at the fallback's entry. No new files, no math changes, no
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new tests beyond visual verification.
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**Tech Stack:** C# .NET 10. Single source-file change.
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**Spec:** [`docs/superpowers/specs/2026-05-21-cylinder-fallback-dedup-design.md`](../specs/2026-05-21-cylinder-fallback-dedup-design.md)
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---
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## File Structure
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| File | Action | Responsibility |
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|---|---|---|
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| `src/AcDream.App/Rendering/GameWindow.cs` | Modify | Add `_isLandblockStab` flag + AND it into the mesh-AABB-fallback gate. ~3 lines added. |
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No new tests. The fix is verified by a live capture (no [entity-source]
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mesh-aabb-fallback emissions for 0xC0xxxxxx entities) + visual
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verification (no thin-air collisions inside cottages).
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---
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## Task 1: Gate mesh-AABB-fallback on "not a landblock stab"
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**Files:**
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- Modify: `src/AcDream.App/Rendering/GameWindow.cs`
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- **Insertion site 1:** immediately after the existing `_isOutdoorMesh` / `_isScenery` declarations at lines 5826-5829.
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- **Insertion site 2:** add a clause to the existing `if` at line 6050-6052 (the gate around the mesh-AABB-fallback path).
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- [ ] **Step 1: Add `_isLandblockStab` flag near `_isOutdoorMesh`**
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Find this code at lines 5825-5830 in `GameWindow.cs`:
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```csharp
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uint _srcPrefix = entity.SourceGfxObjOrSetupId & 0xFF000000u;
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bool _isOutdoorMesh = ((entity.Id & 0x80000000u) != 0) // scenery
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|| ((entity.Id < 0x40000000u) // stab
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&& (_srcPrefix == 0x01000000u || _srcPrefix == 0x02000000u));
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bool _isScenery = _isOutdoorMesh;
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if (_isScenery) scTried++;
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```
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Insert a new line immediately after `bool _isScenery = _isOutdoorMesh;`
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(but before the `if (_isScenery) scTried++;`), so the block becomes:
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```csharp
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uint _srcPrefix = entity.SourceGfxObjOrSetupId & 0xFF000000u;
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bool _isOutdoorMesh = ((entity.Id & 0x80000000u) != 0) // scenery
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|| ((entity.Id < 0x40000000u) // stab
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&& (_srcPrefix == 0x01000000u || _srcPrefix == 0x02000000u));
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bool _isScenery = _isOutdoorMesh;
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// ISSUES #83 / Phase A1 (2026-05-21): landblock stabs
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// (LandBlockInfo.Objects + Buildings) use entity.Id with the
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// 0xC0XXYY00+n layout per LandblockLoader.cs:55. Their BSP
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// collision covers the whole structure; the mesh-AABB-fallback
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// path below is for canopy-only-BSP procedural scenery
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// (0x80XXYY00+n) and produces a redundant 1.5m-clamped
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// invisible disc at the stab's mesh origin — the user-reported
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// "thin air" collision inside cottages. Gate the fallback to
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// exclude stabs. Spec:
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// docs/superpowers/specs/2026-05-21-cylinder-fallback-dedup-design.md.
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bool _isLandblockStab = (entity.Id & 0xFF000000u) == 0xC0000000u;
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if (_isScenery) scTried++;
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```
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- [ ] **Step 2: AND `!_isLandblockStab` into the existing fallback gate**
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Find this code at lines 6050-6052:
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```csharp
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if (!isPhantomSetup
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&& (_isOutdoorMesh || (entityBsp == 0 && entityCyl == 0))
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&& entity.MeshRefs.Count > 0)
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```
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Modify it to:
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```csharp
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if (!isPhantomSetup
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&& !_isLandblockStab
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&& (_isOutdoorMesh || (entityBsp == 0 && entityCyl == 0))
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&& entity.MeshRefs.Count > 0)
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```
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(One new line, `&& !_isLandblockStab`, inserted as the second clause.)
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- [ ] **Step 3: Build the project**
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Run: `dotnet build`
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Expected: PASS — no compile errors. No warnings other than the
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pre-existing baseline.
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- [ ] **Step 4: Run the full Core test suite**
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Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj`
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Expected: PASS — same 8 pre-existing failures as baseline, no new
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failures, no new passes.
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- [ ] **Step 5: Commit**
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```bash
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git add src/AcDream.App/Rendering/GameWindow.cs
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git commit -m "$(cat <<'EOF'
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fix(physics): skip mesh-AABB-fallback cylinder for landblock stabs
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ISSUES #83 Phase A1. Landblock stabs (entity.Id 0xC0XXYY00+n per
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LandblockLoader.cs:55) were being registered with TWO collision
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shadows: the correct per-part BSP at `entity.Id*256 + partIdx`, AND a
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redundant mesh-AABB-fallback cylinder at `entity.Id`. The fallback
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clamped to 1.5m radius, centered at the building's mesh origin,
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producing user-reported "thin air" collisions inside cottages and
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within 2m of building exteriors.
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The fallback was originally designed for canopy-only-BSP procedural
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scenery (0x80XXYY00+n) — trees whose BSP covers the canopy but not
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the trunk. Landblock stabs have full BSP coverage and don't need it.
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Probe evidence (launch-thinair capture):
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- 0xC0A9B479 cylinder fallback (Holtburg cottage): 104 hits in a
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short capture session, all inside the cottage main room
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(cell=0xA9B4013F), ~2m from the building's mesh origin.
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- 0xA9B47900 BSP (the actual cottage walls): 52 legitimate hits.
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Fix: one new bool _isLandblockStab + one clause in the existing
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mesh-AABB-fallback gate.
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Spec: docs/superpowers/specs/2026-05-21-cylinder-fallback-dedup-design.md.
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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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EOF
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)"
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```
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---
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## Verification (manual, post-commit)
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After the commit lands, re-run the thin-air capture:
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```powershell
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$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call"
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$env:ACDREAM_LIVE = "1"
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$env:ACDREAM_TEST_HOST = "127.0.0.1"
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$env:ACDREAM_TEST_PORT = "9000"
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$env:ACDREAM_TEST_USER = "testaccount"
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$env:ACDREAM_TEST_PASS = "testpassword"
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$env:ACDREAM_DEVTOOLS = "1"
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$env:ACDREAM_PROBE_BUILDING = "1"
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$env:ACDREAM_PROBE_RESOLVE = "1"
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dotnet build -c Debug
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dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 |
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Tee-Object -FilePath "launch-a1-verify.log"
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```
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User walks inside a Holtburg cottage and around outside. Expected:
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1. **Visual:** can walk freely inside the cottage room — no invisible
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wall in the middle of the room.
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2. **Log:** convert to UTF-8 and check:
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```powershell
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Get-Content launch-a1-verify.log -Encoding Unicode |
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Out-File launch-a1-verify.utf8.log -Encoding utf8
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Get-Content launch-a1-verify.utf8.log |
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Where-Object { $_ -match '\[entity-source\].*note=mesh-aabb-fallback.*entityId=0xC0' } |
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Measure-Object | Select-Object -ExpandProperty Count
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```
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Expected: **0** (no 0xC0 entities now register a mesh-AABB-fallback).
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Also expected: no `[resolve]` hits attribute to `0xC0XXYY79`-style
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cylinder IDs.
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---
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## Self-review checklist
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- [x] **Spec coverage**: spec components 1+2 (the bool + the gate clause) both implemented in Task 1 steps 1+2.
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- [x] **No placeholders**: every step has the exact line numbers and code blocks.
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- [x] **Type consistency**: `_isLandblockStab` is `bool`, referenced in the gate as `!_isLandblockStab`. Consistent.
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- [x] **Atomic commit**: one commit, ~3 lines added, single file.
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- [x] **Acceptance**: visual verification (no thin-air collision) + grep verification (no 0xC0 fallback registrations).
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- [x] **No new tests**: justified — the fix is in `GameWindow.cs` (app layer), which doesn't have natural unit tests, and the behavior is verified by live capture per the spec.
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