diag(render): flap re-diagnosed as portal-flood re-clip DRIFT; physics + camera REFUTED
The 2026-06-08 AM "physics rest micro-jitter" diagnosis is refuted with primary
evidence (door-recheck 216K standstill records: 0 position re-snaps; player
byte-stable during the flap). Two adversarial verification sub-agents confirmed:
- Retail roots the render at the camera viewer_cell (swept from the player via
SmartBox::update_viewer 0x453ce0; DrawInside(viewer_cell) 0x453aa0) and toggles
DrawInside / LScape::draw -- so acdream's eye-cell rooting + inside/outside
toggle are RETAIL-FAITHFUL. The locked-design "root at player cell" is wrong.
- The flap is render membership instability, eye-motion-driven: the visible-cell
set oscillates (8<->3) as the eye sweeps monotonically. Root = the
re-enqueue-on-growth DRIFT (PortalVisibilityBuilder.cs:322, MaxReprocessPerCell
=16) re-clipping each grown cell every round -> sub-cm eye jitter flips membership.
Fix (spec, not yet implemented): verbatim port of retail's enqueue-once flood
(ConstructView + AddViewToPortals): enqueue once on first discovery, clip each
cell's portals once, union late growth in place (AddToCell) + draw-reorder
(FixCellList), never re-enqueue. Kills the drift; rooting/camera/seal untouched.
This commit lands VERIFIED GROUNDWORK + design only:
- spec: docs/superpowers/specs/2026-06-08-portal-flood-enqueue-once-port-design.md
- findings: docs/research/2026-06-08-flap-physics-diagnosis-REFUTED-its-render-membership.md
- [pv-input] probe gains rawPlayer + yaw (disambiguates the varying input)
- 4 GREEN physics rest-stability tests (prove rest is bit-stable -> flap not physics)
- apparatus: launch-flap-capture.ps1, analyze_flap_live.py, find_burst.py
- captured fixtures: tests/.../Fixtures/flap-doorway/0xA9B4017{0..5}.json
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
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14 changed files with 8231 additions and 1 deletions
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@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Numerics;
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using AcDream.App.Input;
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using AcDream.Core.Physics;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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@ -136,6 +137,137 @@ public class CellarUpTrajectoryReplayTests : IDisposable
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// Tests
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// ───────────────────────────────────────────────────────────────
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/// <summary>
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/// Indoor-flap root cause (2026-06-08). A body resting on the cellar
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/// floor with ZERO requested motion must hold a byte-identical position
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/// across many ticks — retail's authoritative local position is bit-stable
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/// at rest (validate_transition → kill_velocity + SetWalkable on every
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/// grounded contact, decomp :272567/:274467).
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///
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/// <para>
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/// The indoor render "flap" (textures battling at the cottage doorway) is
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/// portal-flood membership instability. PortalVisibilityBuilder.Build is a
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/// proven-deterministic pure function, so the membership can only flip if its
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/// INPUT (the camera eye, from the player RenderPosition) varies.
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/// RenderPosition = Lerp(_prevPhysicsPos, _currPhysicsPos), and Lerp(a,a,t)==a,
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/// so a jittering eye at rest means the physics body's resting Position is not
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/// bit-stable. Flat LandCell terrain rest IS bit-stable
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/// (<see cref="AcDream.Core.Tests.Input.PlayerMovementControllerTests"/>.
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/// Update_AtRestNoInput_RenderPositionBitStableAcrossManyFrames passes); the
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/// instability is the INDOOR path — the floor-touch is classified
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/// walkable=False (no walkable-polygon anchor), so each tick re-fires a
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/// step-down probe whose re-found Z is not bit-stable.
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/// </para>
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///
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/// PASSES — the indoor resting body is bit-stable even with the
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/// grounded/cp=none contradictory state present. This is evidence (with the
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/// flat-terrain variant) that the doorway flap is NOT a physics-rest jitter;
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/// it is render-side portal-flood membership instability under a sweeping eye.
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/// See docs/research/2026-06-08-flap-physics-diagnosis-REFUTED-its-render-membership.md.
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/// The diagnostic log (on any future regression) names the failing per-tick
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/// condition. Kept as a regression guard.
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/// </summary>
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[Fact]
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public void IndoorCellarFloor_AtRestZeroOffset_BodyPositionBitStable()
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{
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var (engine, _) = BuildEngineWithCellarFixtures();
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// Body seeded exactly at its natural resting pose on the cellar floor,
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// WITH the walkable-polygon + contact-plane anchor (BuildInitialBody) —
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// i.e. the most-favourable starting state. If even this drifts, the rest
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// path fails to PERSIST the anchor.
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var body = BuildInitialBody();
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var rest = body.Position;
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uint cell = CellarId;
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bool grounded = true;
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var log = new List<string>();
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float maxDrift = 0f;
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for (int tick = 1; tick <= 200; tick++)
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{
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// ZERO requested motion: currentPos == targetPos == rest pose.
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var result = engine.ResolveWithTransition(
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currentPos: body.Position,
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targetPos: body.Position,
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cellId: cell,
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sphereRadius: SphereRadius,
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sphereHeight: SphereHeight,
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stepUpHeight: StepUpHeight,
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stepDownHeight: StepDownHeight,
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isOnGround: grounded,
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body: body,
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moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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movingEntityId: 0);
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body.Position = result.Position;
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cell = result.CellId;
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grounded = result.IsOnGround;
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float drift = (body.Position - rest).Length();
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maxDrift = MathF.Max(maxDrift, drift);
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if (tick <= 6 || drift > 0f)
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{
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log.Add(string.Format(System.Globalization.CultureInfo.InvariantCulture,
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"tick{0,3}: pos=({1:F7},{2:F7},{3:F7}) drift={4:F3}µm grounded={5} " +
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"walkable={6} cpV={7} ts=0x{8:X}",
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tick, body.Position.X, body.Position.Y, body.Position.Z,
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drift * 1e6f, grounded, body.WalkablePolygonValid,
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body.ContactPlaneValid, (uint)body.TransientState));
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}
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}
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Assert.True(maxDrift == 0f,
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$"cellar-floor rest drifted {maxDrift * 1e6f:F3} µm (expected byte-identical):\n "
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+ string.Join("\n ", log.Take(24)));
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}
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/// <summary>
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/// Indoor-flap investigation (2026-06-08) — the FULL production loop. Drives
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/// <see cref="PlayerMovementController"/> (integration + flag logic + velocity,
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/// not just the resolver) on the indoor cellar engine with NO input. PASSES —
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/// the RenderPosition the camera reads is byte-identical at rest, confirming
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/// the flap is not produced by the indoor controller rest loop. Kept as a
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/// regression guard. See
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/// docs/research/2026-06-08-flap-physics-diagnosis-REFUTED-its-render-membership.md.
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/// </summary>
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[Fact]
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public void IndoorCell_FullController_AtRestNoInput_RenderPositionBitStable()
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{
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var (engine, _) = BuildEngineWithCellarFixtures();
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var controller = new PlayerMovementController(engine);
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controller.SetPosition(InitialSphereWorld, CellarId);
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var settled = controller.Update(1f / 60f, new MovementInput());
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var basePos = settled.Position;
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var baseRender = settled.RenderPosition;
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var log = new List<string>();
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float maxPos = 0f, maxRender = 0f;
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for (int i = 1; i <= 600; i++)
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{
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var r = controller.Update(1f / 60f, new MovementInput());
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float dp = (r.Position - basePos).Length();
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float dr = (r.RenderPosition - baseRender).Length();
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maxPos = MathF.Max(maxPos, dp);
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maxRender = MathF.Max(maxRender, dr);
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if (i <= 4 || dp > 0f || dr > 0f)
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{
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log.Add(string.Format(System.Globalization.CultureInfo.InvariantCulture,
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"f{0,3}: pos=({1:F7},{2:F7},{3:F7}) render=({4:F7},{5:F7},{6:F7}) " +
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"grounded={7} cell=0x{8:X8}",
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i, r.Position.X, r.Position.Y, r.Position.Z,
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r.RenderPosition.X, r.RenderPosition.Y, r.RenderPosition.Z,
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r.IsOnGround, r.CellId));
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}
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}
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Assert.True(maxPos == 0f && maxRender == 0f,
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$"indoor controller rest drifted: pos={maxPos * 1e6f:F3} µm, "
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+ $"render={maxRender * 1e6f:F3} µm (expected byte-identical):\n "
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+ string.Join("\n ", log.Take(24)));
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}
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/// <summary>
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/// Confirms the harness compiles, the engine runs the simulation,
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/// and a trajectory comes back with the expected number of points.
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