feat(phys L.2d slice 1): BSP-hit diagnostic probe + plan-of-record correction

Adds ACDREAM_PROBE_BUILDING — a read-only per-shadow-entry probe that
captures full BSP collision evidence whenever TransitionTypes.FindObjCollisions
attributes a hit (via the existing L.2a slice 3 chain). One multi-line
[resolve-bldg] entry per attributed hit: partIdx, hasPhys, bspR vs
vAabbR, world-space entOrigin_lb, and the actual hit polygon's vertices
in both object-local and world space.

Paired with a one-time [entity-source] line at every ShadowObjects.Register
call site in GameWindow so entityId from a probe line is greppable to its
WorldEntity source within a single log file.

Plumbing: BSPQuery writes the resolved hit polygon to a new
PhysicsDiagnostics.LastBspHitPoly side-channel at the 5 SetCollisionNormal
sites in Paths 5/6 + CollideWithPt. TransitionTypes clears that field
before each shadow-entry dispatch and reads it back at the L.2a slice 3
attribution site to emit the probe line.

Spec component 4 originally described an out ResolvedPolygon? parameter
on BSPQuery.FindCollisions; the static side-channel achieves the same
observable behavior without plumbing through BSPQuery's recursive private
methods. Deviation noted in PhysicsDiagnostics.LastBspHitPoly's XML doc.

Reframes the plan-of-record's L.2d sub-direction paragraph: the 2026-05-12
handoff proposed porting CBuildingObj + per-cell walkability, but ACE
BuildingObj.cs:39-52 + named-retail acclient_2013_pseudo_c.txt:701260
show find_building_collisions is one BSP test on Parts[0]. Per-cell
walkability belongs to L.2e, not L.2d. L.2d slice 1 is the diagnostic;
slice 2 is the actual fix scoped from slice 1's evidence (one of three
hypotheses: wrong BSP loaded / over-registered parts / BSPQuery flaw).

Tests: 2 synthetic unit tests in PhysicsDiagnosticsTests.cs pin the
static API contract that the BSPQuery → side-channel → TransitionTypes
emission chain depends on. The multi-line line format itself is verified
by acceptance criterion 2 (live Holtburg-doorway capture) — covering it
here would require a heavy PhysicsEngine + Transition fixture for a
diagnostic-only emission.

Verified: dotnet build green; the 2 new tests pass; the 8 pre-existing
test failures listed in the L.2a handoff (MotionInterpreter GetMaxSpeed_*,
PositionManager.ComputeOffset_BothActive_Combined,
PlayerMovementController.Update_ForwardInput_*, Dispatcher.W_held_*,
BSPStepUpTests.{D4,C3}) remain failing — none introduced by this slice.

Spec: docs/superpowers/specs/2026-05-13-l2d-cbuildingobj-collision-design.md
Conformance anchors:
- acclient_2013_pseudo_c.txt:701260 (CBuildingObj::find_building_collisions)
- acclient_2013_pseudo_c.txt:323725 (BSPTREE::find_collisions)
- ACE references/ACE/Source/ACE.Server/Physics/Common/BuildingObj.cs:39-52

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-12 19:14:34 +02:00
parent 92cd7238ff
commit 66dc23e087
8 changed files with 326 additions and 22 deletions

View file

@ -169,21 +169,29 @@ fallback.
- Audit `Setup.Radius` and cylinder fallback behavior against retail before
relying on them for conformance.
Current sub-direction (2026-05-12, evidence-driven by L.2a slice 2 + 3):
Current sub-direction (revised 2026-05-13 in slice 1 design spec):
The "I can't walk through doorways" symptom at Holtburg is **NOT a door-
state-toggle issue**. The `[resolve]` probe captured 140 hit=yes lines
at the doorway with `obj=0xA9B47900` (126 hits) — a landblock-baked
static in the `0xLLLLxxxx` range, i.e. the **building itself**, not a
door entity (no `0xCC0Cxxxx`-range hits). The building's baked collision
mesh is treated as one solid block; the doorway gap that's visible in
the rendered mesh isn't represented in the collision data we consume.
state-toggle issue** — the `[resolve]` probe captured 140 hit=yes lines
at the doorway with `obj=0xA9B47900` (126 hits), one specific BSP shadow
entry. The 2026-05-12 handoff initially proposed porting `CBuildingObj` +
**per-cell walkability** as the fix, but reading
[ACE BuildingObj.cs:39-52](../../references/ACE/Source/ACE.Server/Physics/Common/BuildingObj.cs)
and named-retail
[acclient_2013_pseudo_c.txt:701260](../research/named-retail/acclient_2013_pseudo_c.txt)
shows that's **not how retail solves doorways**. `find_building_collisions`
is just one BSP test on `PartArray.Parts[0]`. The doorway gap lives
inside that part's physics BSP itself. Per-cell walkability
(`CCellStruct::point_in_cell`, `sphere_intersects_cell`,
`box_intersects_cell`, `CObjCell::find_cell_list`) is how the resolver
selects **which cells** to iterate, not how it decides whether a wall
has a hole — that work belongs to **L.2e**, not L.2d.
L.2d slice 1's scope is therefore the `CBuildingObj` + per-cell
walkability port (interpretation 2 of the handoff). The named retail
anchors `CCellStruct::point_in_cell`, `CCellStruct::sphere_intersects_cell`,
`CCellStruct::box_intersects_cell`, `CBuildingObj::find_building_collisions`
are the entry points. Spec to be written at
`docs/superpowers/specs/2026-05-13-l2d-cbuildingobj-collision-design.md`.
L.2d slice 1 is therefore a **read-only BSP-hit diagnostic** that
captures full collision evidence per `[resolve]` `hit=yes` line.
Distinguishes three hypotheses (wrong BSP loaded / over-registered
parts / BSPQuery flaw) from a single Holtburg-doorway capture; slice
2 is the right-sized fix scoped from slice 1's evidence. Design spec:
[docs/superpowers/specs/2026-05-13-l2d-cbuildingobj-collision-design.md](../superpowers/specs/2026-05-13-l2d-cbuildingobj-collision-design.md).
Handoff: [docs/research/2026-05-12-l2a-shipped-l2d-handoff.md](../research/2026-05-12-l2a-shipped-l2d-handoff.md).
### L.2e - Cell Ownership: Outdoor Seams, CELLARRAY, cell_bsp

View file

@ -2973,6 +2973,10 @@ public sealed class GameWindow : IDisposable
AcDream.Core.Physics.ShadowCollisionType.Cylinder,
cylHeight: height, scale: 1.0f,
state: state, flags: flags);
// L.2d slice 1 (2026-05-13): [entity-source] greppable from [resolve-bldg].
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled)
Console.WriteLine(System.FormattableString.Invariant(
$"[entity-source] id=0x{entity.Id:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{entity.SourceGfxObjOrSetupId:X8} lb=0x{spawn.Position.Value.LandblockId:X8} type=Cylinder note=server-spawn-root"));
}
private bool RemoveLiveEntityByServerGuid(uint serverGuid, bool logDelete)
@ -5533,6 +5537,12 @@ public sealed class GameWindow : IDisposable
origin.X, origin.Y, lb.LandblockId,
AcDream.Core.Physics.ShadowCollisionType.BSP, 0f,
partScale);
// L.2d slice 1 (2026-05-13): [entity-source] greppable from [resolve-bldg].
// partCached?.BSP?.Root non-null was checked above (else `continue`),
// so hasPhys=true on this path.
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled)
Console.WriteLine(System.FormattableString.Invariant(
$"[entity-source] id=0x{partId:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{meshRef.GfxObjId:X8} lb=0x{lb.LandblockId:X8} type=BSP note=partIdx={partIndex} hasPhys=true"));
entityBsp++;
partIndex++;
@ -5584,6 +5594,10 @@ public sealed class GameWindow : IDisposable
entity.Rotation, cylRadius,
origin.X, origin.Y, lb.LandblockId,
AcDream.Core.Physics.ShadowCollisionType.Cylinder, cylHeight);
// L.2d slice 1 (2026-05-13): [entity-source] greppable from [resolve-bldg].
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled)
Console.WriteLine(System.FormattableString.Invariant(
$"[entity-source] id=0x{shapeId:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{entity.SourceGfxObjOrSetupId:X8} lb=0x{lb.LandblockId:X8} type=Cylinder note=setup-cylsphere#{ci}"));
entityCyl++;
}
@ -5614,6 +5628,10 @@ public sealed class GameWindow : IDisposable
entity.Rotation, sphRadius,
origin.X, origin.Y, lb.LandblockId,
AcDream.Core.Physics.ShadowCollisionType.Cylinder, sphHeight);
// L.2d slice 1 (2026-05-13): [entity-source] greppable from [resolve-bldg].
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled)
Console.WriteLine(System.FormattableString.Invariant(
$"[entity-source] id=0x{shapeId:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{entity.SourceGfxObjOrSetupId:X8} lb=0x{lb.LandblockId:X8} type=Cylinder note=setup-sphere#{si}"));
entityCyl++;
}
}
@ -5632,6 +5650,10 @@ public sealed class GameWindow : IDisposable
entity.Position, entity.Rotation, fr,
origin.X, origin.Y, lb.LandblockId,
AcDream.Core.Physics.ShadowCollisionType.Cylinder, fh);
// L.2d slice 1 (2026-05-13): [entity-source] greppable from [resolve-bldg].
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled)
Console.WriteLine(System.FormattableString.Invariant(
$"[entity-source] id=0x{shapeId:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{entity.SourceGfxObjOrSetupId:X8} lb=0x{lb.LandblockId:X8} type=Cylinder note=setup-radius-fallback"));
entityCyl++;
}
}
@ -5813,6 +5835,10 @@ public sealed class GameWindow : IDisposable
baseCenter, entity.Rotation, cylRadius,
origin.X, origin.Y, lb.LandblockId,
AcDream.Core.Physics.ShadowCollisionType.Cylinder, cylHeight);
// L.2d slice 1 (2026-05-13): [entity-source] greppable from [resolve-bldg].
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled)
Console.WriteLine(System.FormattableString.Invariant(
$"[entity-source] id=0x{entity.Id:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{entity.SourceGfxObjOrSetupId:X8} lb=0x{lb.LandblockId:X8} type=Cylinder note=mesh-aabb-fallback"));
entityCyl++;
if (_isScenery) scRegistered++;
}

View file

@ -1214,15 +1214,29 @@ public static class BSPQuery
if (!obj.State.HasFlag(ObjectInfoState.PerfectClip))
{
collisions.SetCollisionNormal(collisionNormal);
// L.2d slice 1 (2026-05-13): diagnostic side-channel.
if (PhysicsDiagnostics.ProbeBuildingEnabled)
PhysicsDiagnostics.LastBspHitPoly = hitPoly;
return TransitionState.Collided;
}
var validPos = new CollisionSphere(checkPos);
if (!AdjustToPlane(root, resolved, validPos, curPos, hitPoly, contactPoint))
{
// L.2d slice 1 (2026-05-13): record the would-have-hit poly before
// the early-out — collisions.SetCollisionNormal isn't called on
// this path, but the caller's CollisionInfo.CollisionNormalValid
// check will catch the parent slide site's normal write instead.
if (PhysicsDiagnostics.ProbeBuildingEnabled)
PhysicsDiagnostics.LastBspHitPoly = hitPoly;
return TransitionState.Collided;
}
collisions.SetCollisionNormal(collisionNormal);
// L.2d slice 1 (2026-05-13): diagnostic side-channel.
if (PhysicsDiagnostics.ProbeBuildingEnabled)
PhysicsDiagnostics.LastBspHitPoly = hitPoly;
var adjusted = validPos.Center - checkPos.Center;
// ACE: path.LocalSpacePos.LocalToGlobalVec(adjusted) * scale
@ -1545,6 +1559,9 @@ public static class BSPQuery
// back to wall-slide so the inner sphere doesn't recurse.
collisions.SetCollisionNormal(worldNormal);
collisions.SetSlidingNormal(worldNormal);
// L.2d slice 1 (2026-05-13): diagnostic side-channel.
if (PhysicsDiagnostics.ProbeBuildingEnabled)
PhysicsDiagnostics.LastBspHitPoly = hitPoly0;
return TransitionState.Slid;
}
@ -1565,6 +1582,9 @@ public static class BSPQuery
collisions.SetCollisionNormal(worldNormal);
collisions.SetSlidingNormal(worldNormal);
// L.2d slice 1 (2026-05-13): diagnostic side-channel.
if (PhysicsDiagnostics.ProbeBuildingEnabled)
PhysicsDiagnostics.LastBspHitPoly = hitPoly1;
return TransitionState.Slid;
}
}
@ -1638,6 +1658,9 @@ public static class BSPQuery
collisions.SetCollisionNormal(worldNormal0);
collisions.SetSlidingNormal(worldNormal0);
// L.2d slice 1 (2026-05-13): diagnostic side-channel.
if (PhysicsDiagnostics.ProbeBuildingEnabled)
PhysicsDiagnostics.LastBspHitPoly = hitPoly0;
return TransitionState.Slid;
}
@ -1645,6 +1668,9 @@ public static class BSPQuery
// Per retail (acclient_2013_pseudo_c.txt:323783-323821).
path.SetCollide(worldNormal0);
path.WalkableAllowance = PhysicsGlobals.LandingZ;
// L.2d slice 1 (2026-05-13): diagnostic side-channel.
if (PhysicsDiagnostics.ProbeBuildingEnabled)
PhysicsDiagnostics.LastBspHitPoly = hitPoly0;
return TransitionState.Adjusted;
}
@ -1672,12 +1698,18 @@ public static class BSPQuery
collisions.SetCollisionNormal(worldNormal1);
collisions.SetSlidingNormal(worldNormal1);
// L.2d slice 1 (2026-05-13): diagnostic side-channel.
if (PhysicsDiagnostics.ProbeBuildingEnabled)
PhysicsDiagnostics.LastBspHitPoly = hitPoly1;
return TransitionState.Slid;
}
// Head sphere hit shallow surface: SetCollide.
path.SetCollide(worldNormal1);
path.WalkableAllowance = PhysicsGlobals.LandingZ;
// L.2d slice 1 (2026-05-13): diagnostic side-channel.
if (PhysicsDiagnostics.ProbeBuildingEnabled)
PhysicsDiagnostics.LastBspHitPoly = hitPoly1;
return TransitionState.Adjusted;
}
}

View file

@ -10,11 +10,11 @@ namespace AcDream.Core.Physics;
/// without relaunching.
///
/// <para>
/// Slice 1 ships <see cref="ProbeResolveEnabled"/> +
/// <see cref="ProbeCellEnabled"/>. Future slices may fold the older
/// <c>ACDREAM_DUMP_*</c> env vars into this class for unified runtime
/// toggling. Until then, those older flags remain sticky-at-startup
/// per their original implementation.
/// L.2d slice 1 (2026-05-13) adds <see cref="ProbeBuildingEnabled"/> +
/// the <see cref="LastBspHitPoly"/> diagnostic side-channel. Future
/// slices may fold the older <c>ACDREAM_DUMP_*</c> env vars into this
/// class for unified runtime toggling. Until then, those older flags
/// remain sticky-at-startup per their original implementation.
/// </para>
/// </summary>
public static class PhysicsDiagnostics
@ -37,4 +37,61 @@ public static class PhysicsDiagnostics
/// </summary>
public static bool ProbeCellEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_CELL") == "1";
/// <summary>
/// L.2d slice 1 (2026-05-13). When true, every BSP-shadow-entry hit
/// attributed by <c>TransitionTypes.FindObjCollisions</c> emits a
/// multi-line <c>[resolve-bldg]</c> entry: which part (partIdx vs 0),
/// physics-BSP root radius vs visual AABB radius, world-space entity
/// origin, and the specific hit polygon's vertices in both
/// object-local and world space. Designed to distinguish the three
/// L.2d hypotheses (wrong BSP loaded / over-registered parts /
/// BSPQuery flaw) from a single Holtburg-doorway capture.
///
/// <para>
/// Also gates a one-time <c>[entity-source]</c> log line at every
/// <c>ShadowObjects.Register(...)</c> call site in <c>GameWindow</c>
/// — makes <c>entityId=0xA9B479</c> in a probe line greppable to its
/// source registration within the same log file.
/// </para>
///
/// <para>
/// Initial state from <c>ACDREAM_PROBE_BUILDING=1</c>. Mirrorable
/// via <c>DebugVM.ProbeBuilding</c> when <c>ACDREAM_DEVTOOLS=1</c>.
/// </para>
///
/// <para>
/// Spec: <c>docs/superpowers/specs/2026-05-13-l2d-cbuildingobj-collision-design.md</c>.
/// </para>
/// </summary>
public static bool ProbeBuildingEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_BUILDING") == "1";
/// <summary>
/// L.2d slice 1 (2026-05-13). Diagnostic side-channel: the
/// <see cref="ResolvedPolygon"/> that <see cref="BSPQuery"/>
/// recorded for the most recent collision-normal write.
/// <see cref="TransitionTypes.FindObjCollisions"/> clears this to
/// <see langword="null"/> before each shadow-entry test and reads it
/// back after, so emitting the <c>[resolve-bldg]</c> probe line can
/// reference the actual hit poly without plumbing an out-param
/// through BSPQuery's recursive private methods.
///
/// <para>
/// Written by <see cref="BSPQuery"/> only when
/// <see cref="ProbeBuildingEnabled"/> is true, so this stays
/// zero-cost in normal play. Cylinder collisions leave this
/// <see langword="null"/> — the probe line emits
/// <c>hitPoly: n/a (cylinder)</c> in that case.
/// </para>
///
/// <para>
/// Not threadsafe — physics runs on a single thread. If that
/// changes, this needs <c>[ThreadStatic]</c> or rethink. Deviation
/// from spec component 4 (which described an out-param); the
/// side-channel keeps BSPQuery's signature stable and the diagnostic
/// path off the production code surface.
/// </para>
/// </summary>
public static ResolvedPolygon? LastBspHitPoly { get; set; }
}

View file

@ -1469,6 +1469,13 @@ public sealed class Transition
// the [resolve] probe surfaces the responsible entity id.
bool collisionWasValidPre = ci.CollisionNormalValid;
// L.2d slice 1 (2026-05-13): clear the BSP-hit side-channel so the
// [resolve-bldg] emission below reads only this iteration's poly.
// Cylinder collisions leave it null on purpose (probe emits
// "hitPoly: n/a (cylinder)").
if (PhysicsDiagnostics.ProbeBuildingEnabled)
PhysicsDiagnostics.LastBspHitPoly = null;
TransitionState result;
if (obj.CollisionType == ShadowCollisionType.BSP)
@ -1541,13 +1548,69 @@ public sealed class Transition
// entity id. CollideObjectGuids carries the full chain; the last
// assignment to LastCollidedObjectGuid wins which matches retail's
// "most recent" semantics for the probe.
if (result != TransitionState.OK
|| (!collisionWasValidPre && ci.CollisionNormalValid))
bool attributed = result != TransitionState.OK
|| (!collisionWasValidPre && ci.CollisionNormalValid);
if (attributed)
{
ci.CollideObjectGuids.Add(obj.EntityId);
ci.LastCollidedObjectGuid = obj.EntityId;
}
// L.2d slice 1 (2026-05-13): emit one multi-line [resolve-bldg]
// entry per attributed hit when the per-shadow-entry probe is on.
// Captures partIdx (distinguishes hypothesis Y: over-registration),
// bspR vs vAabbR (hypothesis X: wrong BSP loaded), and the actual
// hit polygon's vertices in object-local and world space
// (hypothesis Z: BSPQuery flaw). One Holtburg-doorway capture
// resolves which hypothesis is true; slice 2 is the right-sized
// fix. Spec:
// docs/superpowers/specs/2026-05-13-l2d-cbuildingobj-collision-design.md.
// Conformance anchor: ACE BuildingObj.cs:39-52 + named-retail
// acclient_2013_pseudo_c.txt:701260 (find_building_collisions is
// one BSP test on Parts[0]; doorway gap lives inside that BSP).
if (attributed && PhysicsDiagnostics.ProbeBuildingEnabled)
{
uint partIdx = obj.EntityId & 0xFFu;
uint entityIdProbe = obj.EntityId >> 8;
var cachedPhys = engine.DataCache.GetGfxObj(obj.GfxObjId);
var visBounds = engine.DataCache.GetVisualBounds(obj.GfxObjId);
float bspR = cachedPhys?.BoundingSphere?.Radius ?? 0f;
float vAabbR = visBounds?.Radius ?? 0f;
bool hasPhys = cachedPhys is not null;
var entOriginLb = obj.Position - new Vector3(worldOffsetX, worldOffsetY, 0f);
var sb = new System.Text.StringBuilder(256);
sb.Append(System.FormattableString.Invariant(
$"[resolve-bldg] obj=0x{obj.EntityId:X8} entityId=0x{entityIdProbe:X8} partIdx={partIdx}\n"));
sb.Append(System.FormattableString.Invariant(
$" gfxObj=0x{obj.GfxObjId:X8} hasPhys={hasPhys} bspR={bspR:F2} vAabbR={vAabbR:F2}\n"));
sb.Append(System.FormattableString.Invariant(
$" entOrigin_lb=({entOriginLb.X:F1},{entOriginLb.Y:F1},{entOriginLb.Z:F1})"));
var poly = PhysicsDiagnostics.LastBspHitPoly;
if (poly is null)
{
sb.Append("\n hitPoly: n/a (cylinder)");
}
else
{
sb.Append(System.FormattableString.Invariant(
$"\n hitPoly: numVerts={poly.NumPoints} plane=({poly.Plane.Normal.X:F3},{poly.Plane.Normal.Y:F3},{poly.Plane.Normal.Z:F3},{poly.Plane.D:F3})"));
int vMax = Math.Min(poly.Vertices.Length, 4);
for (int vi = 0; vi < vMax; vi++)
{
var vLocal = poly.Vertices[vi];
var vWorld = obj.Position + Vector3.Transform(vLocal * obj.Scale, obj.Rotation);
sb.Append(System.FormattableString.Invariant(
$"\n v{vi}_local=({vLocal.X,5:F2},{vLocal.Y,5:F2},{vLocal.Z,5:F2}) v{vi}_world=({vWorld.X,6:F2},{vWorld.Y,6:F2},{vWorld.Z,6:F2})"));
}
if (poly.Vertices.Length > 4)
sb.Append(System.FormattableString.Invariant(
$"\n ... ({poly.Vertices.Length - 4} more verts elided)"));
}
Console.WriteLine(sb.ToString());
}
if (result != TransitionState.OK)
{
if (airborneDiag)

View file

@ -203,8 +203,9 @@ public sealed class DebugPanel : IPanel
bool dumpVitals = _vm.DumpVitals;
bool dumpOpcodes = _vm.DumpOpcodes;
bool dumpSky = _vm.DumpSky;
bool probeResolve = _vm.ProbeResolve;
bool probeCell = _vm.ProbeCell;
bool probeResolve = _vm.ProbeResolve;
bool probeCell = _vm.ProbeCell;
bool probeBuilding = _vm.ProbeBuilding;
if (r.Checkbox("Dump motion (ACDREAM_DUMP_MOTION)", ref dumpMotion)) _vm.DumpMotion = dumpMotion;
if (r.Checkbox("Dump vitals (ACDREAM_DUMP_VITALS)", ref dumpVitals)) _vm.DumpVitals = dumpVitals;
@ -214,6 +215,11 @@ public sealed class DebugPanel : IPanel
// forward to PhysicsDiagnostics so a toggle takes effect live.
if (r.Checkbox("Probe resolve (ACDREAM_PROBE_RESOLVE)", ref probeResolve)) _vm.ProbeResolve = probeResolve;
if (r.Checkbox("Probe cell-transit (ACDREAM_PROBE_CELL)",ref probeCell)) _vm.ProbeCell = probeCell;
// L.2d slice 1 (2026-05-13): heavy per-hit BSP diagnostic for
// doorway / building shape-fidelity work. Emits multi-line
// [resolve-bldg] entries; expect log volume to spike at walls.
if (r.Checkbox("Probe BSP hits (ACDREAM_PROBE_BUILDING, slow)",
ref probeBuilding)) _vm.ProbeBuilding = probeBuilding;
r.Spacing();

View file

@ -261,6 +261,20 @@ public sealed class DebugVM
set => PhysicsDiagnostics.ProbeCellEnabled = value;
}
/// <summary>
/// L.2d slice 1 (2026-05-13). Runtime mirror of
/// <c>PhysicsDiagnostics.ProbeBuildingEnabled</c> (env var
/// <c>ACDREAM_PROBE_BUILDING</c>). Toggling here flips the per-hit
/// <c>[resolve-bldg]</c> diagnostic + the registration-time
/// <c>[entity-source]</c> log lines. Heavy when enabled — emits one
/// multi-line entry per BSP hit per physics tick.
/// </summary>
public bool ProbeBuilding
{
get => PhysicsDiagnostics.ProbeBuildingEnabled;
set => PhysicsDiagnostics.ProbeBuildingEnabled = value;
}
// ── Action hooks invoked by panel buttons ──────────────────────────
/// <summary>

View file

@ -0,0 +1,98 @@
using AcDream.Core.Physics;
using DatReaderWriter.Enums;
using System.Numerics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// L.2d slice 1 (2026-05-13) — unit coverage for the new
/// <see cref="PhysicsDiagnostics.ProbeBuildingEnabled"/> flag and
/// <see cref="PhysicsDiagnostics.LastBspHitPoly"/> diagnostic
/// side-channel.
///
/// <para>
/// The full multi-line <c>[resolve-bldg]</c> format itself is verified
/// by the slice's acceptance criterion #2 (live Holtburg-doorway
/// capture) — covering it here would require a heavy
/// <c>PhysicsEngine</c> + <c>ShadowObjectRegistry</c> + <c>Transition</c>
/// fixture for what's a diagnostic-only emission. These tests pin the
/// static API contract that the emission code depends on; if either of
/// these tests breaks the emission will start producing stale data or
/// failing to emit at all.
/// </para>
/// </summary>
public class PhysicsDiagnosticsTests
{
// -----------------------------------------------------------------------
// ProbeBuildingEnabled — flag gates the emission path.
// -----------------------------------------------------------------------
[Fact]
public void ProbeBuilding_StaticApi_Roundtrip()
{
bool initial = PhysicsDiagnostics.ProbeBuildingEnabled;
try
{
PhysicsDiagnostics.ProbeBuildingEnabled = true;
Assert.True(PhysicsDiagnostics.ProbeBuildingEnabled);
PhysicsDiagnostics.ProbeBuildingEnabled = false;
Assert.False(PhysicsDiagnostics.ProbeBuildingEnabled);
}
finally
{
// Restore so a process-wide static doesn't leak between tests
// (env-var init was the only thing that set this before).
PhysicsDiagnostics.ProbeBuildingEnabled = initial;
}
}
// -----------------------------------------------------------------------
// LastBspHitPoly — side-channel set by BSPQuery, read by FindObjCollisions.
//
// TransitionTypes.FindObjCollisions clears this to null before each
// shadow-entry dispatch; BSPQuery writes to it on hit when the probe is
// on; the emission site reads it. A failure here means the side-channel
// can't carry data through the call chain.
// -----------------------------------------------------------------------
[Fact]
public void LastBspHitPoly_StaticApi_Roundtrip()
{
ResolvedPolygon? initial = PhysicsDiagnostics.LastBspHitPoly;
try
{
PhysicsDiagnostics.LastBspHitPoly = null;
Assert.Null(PhysicsDiagnostics.LastBspHitPoly);
var synthetic = new ResolvedPolygon
{
Vertices = new[]
{
new Vector3(-1f, 0f, 0f),
new Vector3( 1f, 0f, 0f),
new Vector3( 1f, 0f, 2f),
new Vector3(-1f, 0f, 2f),
},
Plane = new System.Numerics.Plane(0f, 1f, 0f, -94.123f),
NumPoints = 4,
SidesType = CullMode.None,
};
PhysicsDiagnostics.LastBspHitPoly = synthetic;
var read = PhysicsDiagnostics.LastBspHitPoly;
Assert.NotNull(read);
Assert.Equal(4, read!.NumPoints);
Assert.Equal(synthetic.Plane.D, read.Plane.D);
Assert.Same(synthetic, read);
PhysicsDiagnostics.LastBspHitPoly = null;
Assert.Null(PhysicsDiagnostics.LastBspHitPoly);
}
finally
{
PhysicsDiagnostics.LastBspHitPoly = initial;
}
}
}