docs: #265/#166 - ledger updates and capture-bisect as-fixed addendum
docs/ISSUES.md: #265 and #166 updated with the root cause and fix from the prior two commits; closure of both pends the user's visual-gate acceptance. #265 also records the confirmed-separate uphill-bounce finding (AD-25, byte-exact retail, out of scope). #166 records that the Campaign P visual-matrix recheck it was waiting on DID happen and found the glide/bounce still missing even with AD-25/AP-7/AD-55/TS-4 all landed - that negative result is what triggered the #265 capture bisect and this fix. docs/architecture/retail-divergence-register.md: AP-7's retirement note corrected. The row's original claim ("no horizontal velocity to hammer") undersold the gap - calc_friction was structurally unreachable with meaningful data on any grounded path, not just inert on the root-motion path. No new row filed: this change ports retail's mechanism faithfully and does not introduce a new deviation. docs/research/2026-07-30-265-capture-bisect.md: full "as-fixed" addendum (new section 9) recording the implementation - the fix mechanism, fixture results (freeze reproduced under the old model, slide+decay proven under the new one), the downhill-direction derivation for the synthetic decay case, the two separate mechanisms found while building the Runtime tests (LeaveGround's edge-timing recompute, AP-77's no-sink fallback), the uphill-bounce orthogonality proof, and final test totals. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -183,23 +183,98 @@ ACE's >= reading" warning.
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## #265 — Steep-slope response set: uphill-jump bounce, roof slides lost, edge wedge (TS-4 removal fallout — REVERTED)
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**Status:** OPEN — the TS-4 removal is reverted (`2e27d066`+`a8a7d64b`);
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re-test confirms expected. The underlying oracle work is re-opened.
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**Status:** FIX IMPLEMENTED 2026-07-30 (this session) — closure pends the
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user's visual-gate acceptance. The named culprit for symptoms (b) and (c)
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was capture-bisected to a THIRD, pre-existing (frozen-phase, predates
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Campaign P by ten days) mechanism — neither the S1 nor S2 suspects named
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below — and is now ported. Symptom (a) is confirmed a SEPARATE,
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pre-existing, already-closed retail-faithful mechanism (AD-25); see the
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"as-fixed" addendum for the full trace.
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**Severity:** HIGH (matrix live gate 2026-07-30, scenarios 4/5)
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**Component:** physics — steep-poly response (BSPQuery Path-6 family)
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**Component:** physics — grounded residual-velocity ownership
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(`PlayerMovementController.cs`), not BSPQuery/Path-6 (see below)
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**Symptoms (user report, on the shortcut-removed build):** (a) bouncing
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when jumping INTO an uphill slope — retail does not; (b) house-roof
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slides no longer happen ("as I used to"); (c) occasionally stuck sliding
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on an edge — the historical wedge, live, refuting the oracle plan's
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"pure-vertical degenerate only" convergence claim. The fixture-gated
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removal under-modeled real trajectories. DO-NOT-RETRY the removal
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without a live-capture-driven rework of the oracle plan §7 analysis
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(capture a real roof-slide + uphill-jump trajectory with
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ACDREAM_CAPTURE_RESOLVE and replay them as the gate). Note: the
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downhill-landing sled remains #166 (pre-existing, unfixed — the cos(10°)
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constant is necessary but not sufficient; the Sledding state never
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engages).
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TS-4 removal under-modeled real trajectories, but a full capture-driven
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bisect (`docs/research/2026-07-30-265-capture-bisect.md`) cleared BOTH
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of the two named Campaign-P suspects for the two concrete mined freeze
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events:
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- **S1** (`db2889af`, BSPQuery Path-6 `hasSphere1`) — reverting it locally
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produced byte-identical replay output; its site is provably unreached
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by either mined trajectory (`hit1` never true across an 80-tick
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replay). Real, narrow, retail-faithful — NOT reverted.
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- **S2** (`calc_friction`'s 0.25 threshold, AP-7) — proven inert by static
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analysis before this session (zero production call sites at the time).
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**Root cause (this session, capture-bisect + fix):**
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`PlayerMovementController.cs`'s per-tick grounded block (the R6
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"animation-root-motion-owned grounded movement" architecture, landed
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`f961d700`, 2026-07-20 — ten days before Campaign P, so not a Campaign-P
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regression) hand-zeroed `Velocity.X/Y` to EXACTLY zero every single tick
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once `OnWalkable`, whenever animation root motion drives the walk (the
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production graphical local-player path). This discarded any residual
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horizontal momentum a fall/landing left on the body BEFORE
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`calc_friction` (AP-7, already correctly ported) or
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`PhysicsBody.UpdatePhysicsInternal`'s Euler integrator ever got a chance
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to act on it — a mover that landed on a walkable roof/slope with residual
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velocity had that velocity vanish the very next tick and never moved
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again. A second, previously-unwired gap compounded this: `PhysicsBody.
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GroundNormal` (what `calc_friction` dots the velocity against) had ZERO
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production writers anywhere — it silently defaulted to `Vector3.UnitZ`
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forever, so even without the zero, friction would have treated every
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slope as flat ground.
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**Fix:** (1) `src/AcDream.Core/Physics/PhysicsEngine.cs` now syncs
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`body.GroundNormal` from the committed `ContactPlane.Normal` at the same
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commit point that already publishes `ContactPlane` itself (Core-level,
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so player/remote/ordinary/projectile all benefit uniformly — "the
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mechanism is general," not roof-specific). (2)
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`src/AcDream.Runtime/Gameplay/PlayerMovementController.cs`'s grounded
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block no longer reconstructs `Velocity` at all for the animation-root-
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motion case (only the headless/test-controller `get_state_velocity`
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fallback still does, unchanged — that model has no separate root-motion
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channel to compose with). Root motion still fully owns commanded
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locomotion; this only stops DESTROYING whatever residual `Velocity`
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already holds, letting it compose with root motion through the SAME
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`ResolveWithTransition` sweep exactly as retail's
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`CPhysicsObj::UpdatePositionInternal` composes both channels.
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**Symptom (a) — NOT addressed, confirmed separate:** the "uphill bounce"
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traces to `PhysicsObjUpdate.HandleAllCollisions`'s `shouldReflect`
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gate (`!(prevOnWalkable && nowOnWalkable && !sledding)`), re-verified
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BYTE-EXACT against the raw retail decomp (`handle_all_collisions`,
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pc:282647-282760) this session. For any FRESH landing from airborne
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(`prevOnWalkable=false`), retail itself reflects whenever the collision
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normal shows "moving into the surface" (`dot < 0`), regardless of
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whether the destination is walkable — this is the SAME mechanism AD-25
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closed (2026-07-30, Campaign P Slice P3, docs/ISSUES.md #166) for both
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local and remote movers. Per CLAUDE.md's "do not fix code that matches
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retail" rule, this is out of scope for a fix. A synthetic 30°-uphill test
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(`UphillLanding_Synthetic_ReflectionDecisionUnaffectedByResidualVelocityFix`,
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`Issue265SteepSlopeCaptureBisectTests.cs`) confirms the residual-velocity
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fix above changes NOTHING about this reflection decision (same input,
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same output, with or without the fix) — it is orthogonal, not
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introduced or worsened. If the user's live repro still shows an
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unwanted bounce after this fix lands, it needs its own dedicated
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capture + brainstorm against `HandleAllCollisions`/`BSPQuery`, not a
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reopening of this root cause.
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**Evidence:** `docs/research/2026-07-30-265-capture-bisect.md`'s
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as-fixed addendum; `Issue265SteepSlopeCaptureBisectTests.cs`'s new
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`ComposedRoofLanding_*` fixtures (freeze reproduced under the old model,
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survives+advances under the new one, exponential decay demonstrated in a
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synthetic dot<0.25 case); `PlayerMovementControllerTests.cs`'s new
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`Update_AnimationRootMotion_WalkSpeedUnaffectedByResidualVelocityFix`
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(ordinary walking is a no-op under the fix) and
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`Update_RunningJumpLandsOnFlatGround_ResidualVelocitySurvivesAndDecays_NotFrozen`
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(a real running jump's residual velocity survives landing and decays on
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the actual production `PlayerMovementController`, not just the Core-level
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model).
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---
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@ -4495,9 +4570,17 @@ wall from acdream, matching the retail-observer view side-by-side.
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## #166 — Slope-landing glide + bounce absent (retail "sled" on downhill jumps)
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**Status:** OPEN (post-R6 polish — user: "we could polish later"); all
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four register-predicted composite deviations (AD-25, AP-7, AD-55, TS-4)
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are now landed as of 2026-07-30 — pending only a visual-matrix recheck
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**Status:** FIX IMPLEMENTED 2026-07-30 (this session) — closure pends the
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user's visual-gate acceptance. The visual-matrix recheck this note asked
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for DID happen (Campaign P matrix scenario 5) and found the glide/bounce
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still missing even with all four register-predicted deviations
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(AD-25/AP-7/AD-55/TS-4) landed — that negative result is exactly what
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triggered the #265 capture bisect, which found a FIFTH, previously-
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unnamed mechanism: `PlayerMovementController.cs`'s grounded block was
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hand-zeroing residual `Velocity.X/Y` every tick, discarding any landing
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momentum before AD-25/AP-7/AD-55's now-correct machinery ever got a
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chance to act on it. See #265 for the full root cause and fix (same
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commit); this issue is the "downhill sled" half of that same mechanism.
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**Severity:** LOW (feel/polish)
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**Filed:** 2026-07-03 (user observation during the R2-R4 visual pass)
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**Component:** physics, landing
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@ -4570,27 +4653,57 @@ against `0x0050ee70`, not the previously-carried ACE-derived `0.99999536f`
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completion the "sled deceleration differs" framing above was waiting on —
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all four of AD-25, AP-7, AD-55, and TS-4 are now landed.
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**The fifth deviation found and fixed (2026-07-30, this session,
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docs/research/2026-07-30-265-capture-bisect.md):** with AD-25/AP-7/
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AD-55/TS-4 all landed, the matrix recheck STILL found no glide/bounce —
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the composite framing above was correct as far as it went, but it
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missed a pre-existing (2026-07-20, ten days before Campaign P) R6
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architectural fact: `PlayerMovementController.cs`'s grounded quantum
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block hand-zeroed `Velocity.X/Y` to exactly zero every tick once
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`OnWalkable`, for the production animation-root-motion path. This ran
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regardless of AD-25/AP-7/AD-55/TS-4's correctness — it simply erased the
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residual velocity those fixes would otherwise have had something to act
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on. A second gap compounded it: `PhysicsBody.GroundNormal` (the vector
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`calc_friction` dots velocity against) had no production writer and
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silently defaulted to `Vector3.UnitZ`, so slopes behaved like flat
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ground even when velocity DID survive. Fixed by (1) syncing
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`body.GroundNormal` from the committed `ContactPlane.Normal` in
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`PhysicsEngine.cs`'s existing per-resolve commit block, and (2) no longer
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reconstructing `Velocity` in the grounded block for the animation-root-
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motion case (root motion still fully owns commanded locomotion; only the
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residual-momentum zero is gone). A synthetic case with the real mined
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roof polygon but a velocity/normal pairing under retail's 0.25 threshold
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(`ComposedRoofLanding_NewFix_SyntheticGrazingApproach_DecaysViaCalcFriction`)
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demonstrates genuine exponential decay via `calc_friction`; the real
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captured landing's own velocity happens to fall in the "moving away fast
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enough, no friction" band (dot ≥ 0.25), producing a constant-velocity
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glide across the roof instead — both are correct per retail's ported
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formula for their respective geometries.
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Closure of #166 therefore pends only re-checking Campaign P's final
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visual matrix item 5 ("Downhill jump landing: sled glide + bounce")
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against a fresh capture — if the glide/bounce still visibly mismatches
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retail now that every register-predicted composite deviation is retired,
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that capture, not a guess, is what should drive any further work here,
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and it should go through cdb against live retail before any client-side
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Sledding-state mechanism is written (recall: no client-side
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`PhysicsState.Sledding` auto-toggle exists in retail per the reattribution
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above — a data-authored toggle exists only server-side).
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against a fresh capture of THIS fix — if the glide/bounce still visibly
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mismatches retail, that capture, not a guess, is what should drive any
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further work here, and it should go through cdb against live retail
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before any client-side Sledding-state mechanism is written (recall: no
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client-side `PhysicsState.Sledding` auto-toggle exists in retail per the
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reattribution above — a data-authored toggle exists only server-side).
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**Where:** `src/AcDream.Runtime/Physics/RuntimeRemotePhysicsUpdater.cs`
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(remote reflect, AD-25 — DONE 2026-07-30),
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`src/AcDream.Core/Physics/PhysicsBody.cs` (`calc_friction`, AP-7 and AD-55
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— both DONE 2026-07-30), `src/AcDream.Core/Physics/BSPQuery.cs` +
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`FlatBspQuery.cs` (Path 6 steep branches, TS-4 — DONE 2026-07-30).
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`FlatBspQuery.cs` (Path 6 steep branches, TS-4 — DONE 2026-07-30),
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`src/AcDream.Runtime/Gameplay/PlayerMovementController.cs` (grounded
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residual-velocity zero, the fifth deviation — DONE 2026-07-30),
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`src/AcDream.Core/Physics/PhysicsEngine.cs` (`GroundNormal` wiring —
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DONE 2026-07-30).
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**Acceptance:** side-by-side downhill jump: acdream glides/bounces like
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retail; flat-ground landings unchanged; no micro-bounce death spiral
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(the reason AD-25 existed) reintroduced. Every code-side composite
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deviation is now landed; only the visual-matrix recheck remains before
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this issue can close.
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deviation, including the fifth one found this session, is now landed;
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only the visual-matrix recheck remains before this issue can close.
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## #164 — UM action-replay dispatches drop the per-action Autonomous bit
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@ -131,7 +131,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
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| AP-3 | Step-down chain triggered only when contact is invalid OR steeper than walkable; retail's `transitional_insert` OK-path ALWAYS runs it | `src/AcDream.Core/Physics/TransitionTypes.cs:1197` | Conditional preserves the observed-to-matter cases (edge departure, steep cliff-slide) without running the chain every step (per pc:273191 agent reports) | Steps where retail runs step-down despite a valid walkable contact (bump maintenance, edge-slide arming) are skipped — float-off or missed edge slides in untested geometry | `transitional_insert` OK-path pc:273191 |
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| AP-4 | CliffSlide check moved BEFORE retail's Branch-1 (`!OnWalkable` → restore+OK) gate, compensating our L.2.3i FloorZ OnWalkable bookkeeping | `src/AcDream.Core/Physics/TransitionTypes.cs:1316` | Retail's order with our incomplete OnWalkable stops the player dead every frame on steep slopes ("stay on the roof"); reorder restores downhill drift | CliffSlide fires in states where retail's Branch 1 would restore-and-OK — body slides where retail holds, e.g. contact-plane-bearing steep geometry near edges | retail EdgeSlide dispatch order (transitional_insert step-down failure) |
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| AP-5 | Step-down skips Placement validation for the contact-maintenance call (`runPlacement=false`); ACE/retail run it unconditionally (kept for DoStepUp) | `src/AcDream.Core/Physics/TransitionTypes.cs:3393` | Residual wall-slide artifacts made Placement misfire, leaving players stuck near walls; the skip was the targeted L.2.3h fix | Step-down can settle into positions Placement would reject — slight wall embedding, or accepting a step-down through overlap geometry retail catches | `CTransition::step_down` pc:272952; ACE Transition.cs:731-741 |
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| ~~AP-7~~ | **RETIRED 2026-07-30 (Campaign P Slice P2) — the "state gate" was a BN decompiler artifact, not a locomotion exemption.** `calc_friction` now ports retail's confirmed 0.25f threshold (`if (angle >= 0.25f) return;`) unconditionally, no special-cased gate. The "state check at pc:276702" the old row cited is `PhysicsState.Sledding` (confirmed via ACE's `PhysicsObj.calc_friction`, references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs:2120-2141, and `SLEDDING_PS=0x800000` in acclient.h:2838) — it gates the 1.5625/6.25/near-flat friction-value OVERRIDE, not the threshold return itself; acdream had no live Sledding setter then or now (see #166 research, docs/research/2026-07-30-response-layer-edge-family-pseudocode.md §3), so the branch was simply unreachable dead code, not an exemption for ordinary walking. The reverted 2026-04-30 L.3c attempt (naive 0.0→0.25 bump, forward locomotion 3→0.16 m/s in `PlayerMovementControllerTests`) does not reproduce on the production graphical local-player path post-R6: `PlayerMovementController` zeroes `Velocity.X/Y` to exactly zero every tick before `calc_friction` runs whenever animation root motion drives the walk, so friction has no horizontal velocity left to hammer (pinned at the PhysicsBody level by `GroundedRootMotion_FrictionThreshold_DoesNotHammerLocomotionTests`). The headless/`get_state_velocity` movement-controller path and remote/NPC movers still feed real velocity into this function and remain the ones to watch if a similar regression resurfaces there. | `src/AcDream.Core/Physics/PhysicsBody.cs` (`calc_friction`); `tests/AcDream.Core.Tests/Physics/PhysicsBodyTests.cs` (AP-7 test block) | — | — | `CPhysicsObj::calc_friction` pc:276694-276822 (0050ee70); ACE `PhysicsObj.calc_friction` PhysicsObj.cs:2120-2141; `docs/research/2026-07-30-response-layer-edge-family-pseudocode.md` §1 |
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| ~~AP-7~~ | **RETIRED 2026-07-30 (Campaign P Slice P2) — the "state gate" was a BN decompiler artifact, not a locomotion exemption.** `calc_friction` now ports retail's confirmed 0.25f threshold (`if (angle >= 0.25f) return;`) unconditionally, no special-cased gate. The "state check at pc:276702" the old row cited is `PhysicsState.Sledding` (confirmed via ACE's `PhysicsObj.calc_friction`, references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs:2120-2141, and `SLEDDING_PS=0x800000` in acclient.h:2838) — it gates the 1.5625/6.25/near-flat friction-value OVERRIDE, not the threshold return itself; acdream had no live Sledding setter then or now (see #166 research, docs/research/2026-07-30-response-layer-edge-family-pseudocode.md §3), so the branch was simply unreachable dead code, not an exemption for ordinary walking. The reverted 2026-04-30 L.3c attempt (naive 0.0→0.25 bump, forward locomotion 3→0.16 m/s in `PlayerMovementControllerTests`) does not reproduce on the production graphical local-player path post-R6: `PlayerMovementController` zeroes `Velocity.X/Y` to exactly zero every tick before `calc_friction` runs whenever animation root motion drives the walk, so friction has no horizontal velocity left to hammer (pinned at the PhysicsBody level by `GroundedRootMotion_FrictionThreshold_DoesNotHammerLocomotionTests`). The headless/`get_state_velocity` movement-controller path and remote/NPC movers still feed real velocity into this function and remain the ones to watch if a similar regression resurfaces there. **CORRECTION (2026-07-30, same day, #265/#166 capture bisect):** the sentence above undersold the gap — `calc_friction` wasn't merely "no horizontal velocity to hammer," it was structurally UNREACHABLE with meaningful data on ANY grounded path: (a) the animation-root-motion path zeroed `Velocity.X/Y` outright every tick (the actual #265/#166 root cause, ten days pre-existing, not a Campaign-P regression), and (b) `PhysicsBody.GroundNormal` — the vector `calc_friction` dots velocity against — had ZERO production writers anywhere and silently defaulted to `Vector3.UnitZ` forever, so even surviving velocity would have been tested against a fake flat-ground normal on any real slope. Both gaps are now closed: `PlayerMovementController.cs`'s grounded block no longer reconstructs `Velocity` for the animation-root-motion case, and `PhysicsEngine.cs` syncs `body.GroundNormal` from the committed `ContactPlane.Normal` at the same commit point that already publishes `ContactPlane`. The 0.25f threshold port itself (this row's original subject) was always correct — it just had nothing real to operate on until this fix. See `docs/research/2026-07-30-265-capture-bisect.md`'s as-fixed addendum. | `src/AcDream.Core/Physics/PhysicsBody.cs` (`calc_friction`); `src/AcDream.Core/Physics/PhysicsEngine.cs` (`GroundNormal` wiring); `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs` (grounded-velocity fix); `tests/AcDream.Core.Tests/Physics/PhysicsBodyTests.cs` (AP-7 test block); `tests/AcDream.Core.Tests/Physics/Issue265SteepSlopeCaptureBisectTests.cs`; `tests/AcDream.Runtime.Tests/Gameplay/PlayerMovementControllerTests.cs` | — | — | `CPhysicsObj::calc_friction` pc:276694-276822 (0050ee70); ACE `PhysicsObj.calc_friction` PhysicsObj.cs:2120-2141; `docs/research/2026-07-30-response-layer-edge-family-pseudocode.md` §1; `docs/research/2026-07-30-265-capture-bisect.md` |
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| ~~AP-10~~ | **RETIRED 2026-07-30 (Campaign P Slice P4) — the retail 0.1 m dry-corner water sink-in is restored.** `TerrainSurface.SampleWaterDepth` (`src/AcDream.Core/Physics/TerrainSurface.cs`) now returns 0.1 for a partially-water cell's dry corner instead of the collapsed 0. The row's own "destabilizes the touch check" justification turned out to be structurally true of retail too (a skipped `SetContactPlane` reassertion is not a fall in ANY of retail/ACE/acdream, because `Contact`/`OnWalkable` are STICKY — `PhysicsEngine.ResolveWithTransition`'s `onGround` computation ORs the fresh per-call `ContactPlaneValid` with the seeded, persistent `PhysicsBody.TransientState.OnWalkable` bit) — traced and confirmed in this slice; see `docs/research/2026-07-29-remote-and-world-specials-pseudocode.md` §5.2. `PhysicsEngine.SampleTerrainWalkable`'s `isWater = waterDepth >= 0.45f` threshold means the restore does not flip the dry corner's water classification (0.1 still < 0.45) — only the sink-in depth changes. Full Release suite green (no regression) proves the sticky-bit argument held in practice, not just in theory. | `src/AcDream.Core/Physics/TerrainSurface.cs` (`SampleWaterDepth`) | — | — | `ObjCell.get_water_depth` / `calc_water_depth` (via ACE port); `docs/research/2026-07-29-remote-and-world-specials-pseudocode.md` §5.1-5.2 |
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| AP-11 | Hand-authored 4-keyframe fallback sky set (sunrise/noon/sunset, fog ~80–350 m) when the Region dat isn't loaded yet | `src/AcDream.Core/World/SkyState.cs:167` | A renderable sky is needed during boot before the Region dat parses; safety net on region-load failure | Any window where the fallback is active shows sky/fog lighting only roughly resembling retail's dat-driven values | SkyTimeOfDay keyframes, Region dat 0x13000000 |
|
||||
| AP-12 | Enchantment family-stacking tiebreak by largest SpellId; retail picks highest Generation, tie-broken by latest cast | `src/AcDream.Core/Spells/EnchantmentMath.cs:89` | `ActiveEnchantmentRecord` doesn't carry Generation; SpellId correlates with generation level in practice | Where spell ids don't track power within a family (or same-generation re-cast), the wrong buff wins — vital-max / stat values diverge from retail | `CEnchantmentRegistry::EnchantAttribute` 0x00594570 (pc:416110) |
|
||||
|
|
|
|||
|
|
@ -1,13 +1,20 @@
|
|||
# #265 capture-driven bisection — steep-slope response family
|
||||
|
||||
**Status: verdict reached, S1 and S2 both CLEARED for the two concrete
|
||||
mined events; real mechanism identified as a pre-existing (frozen-phase)
|
||||
architecture, not a Campaign P regression.** This is a research/bisection
|
||||
pass; no production code was changed. The harness (committed,
|
||||
**Status: FIX IMPLEMENTED 2026-07-30 (same day, §9 as-fixed addendum) —
|
||||
closure pends the user's visual-gate acceptance.** S1 and S2 both CLEARED
|
||||
for the two concrete mined events; the real mechanism was a pre-existing
|
||||
(frozen-phase) architecture, not a Campaign P regression — §1-§8 below are
|
||||
the original bisection pass (research-only, no production code changed
|
||||
at that point). §9 records what was actually implemented against that
|
||||
verdict: `PlayerMovementController.cs`'s grounded residual-velocity zero is
|
||||
removed for the animation-root-motion path, and `PhysicsEngine.cs` now
|
||||
wires `PhysicsBody.GroundNormal` from the committed contact plane. The
|
||||
harness (committed,
|
||||
`tests/AcDream.Core.Tests/Physics/Issue265SteepSlopeCaptureBisectTests.cs`)
|
||||
and mining tool (`tools/analyze_265_steep_slope_capture.py`) are permanent;
|
||||
the A/B code toggles described below were applied and reverted locally and
|
||||
never committed.
|
||||
the A/B code toggles described in §3 were applied and reverted locally
|
||||
and never committed (they remain historical — the actual fix is
|
||||
unrelated to S1/S2, see §9).
|
||||
|
||||
## 0. Scope recap
|
||||
|
||||
|
|
@ -435,3 +442,241 @@ explicitly NOT an S1/S2 code change — it is new work against
|
|||
`PlayerMovementController.cs`'s grounded-movement block and
|
||||
`PhysicsBody.calc_friction`'s wiring, gated on a design conversation, not a
|
||||
revert.
|
||||
|
||||
## 9. As-fixed addendum (2026-07-30, same day — implementation session)
|
||||
|
||||
The user chose the retail-faithful direction (§8's first option): port the
|
||||
genuine physics-driven momentum carry, wiring `calc_friction` for real
|
||||
rather than adding a narrower coast-distance patch. Implementation
|
||||
landed the same day as this bisect.
|
||||
|
||||
### 9.1 The fix
|
||||
|
||||
Two changes, both minimal and at the exact commit points already
|
||||
responsible for the adjacent state:
|
||||
|
||||
1. **`src/AcDream.Core/Physics/PhysicsEngine.cs`** — `body.GroundNormal`
|
||||
(the vector `calc_friction` dots velocity against, per its own doc
|
||||
comment "`angle = dot(velocity, contactPlane.N)`") had **zero
|
||||
production writers anywhere** before this fix; it silently defaulted
|
||||
to `Vector3.UnitZ` forever (`grep -rn "GroundNormal\s*=" src/` found
|
||||
only the property's own default and calc_friction's internal reads/
|
||||
writes). This is a SEPARATE gap from the one §4 found — even if
|
||||
Velocity had survived the grounded-tick zero, friction would have
|
||||
dotted it against a fake flat-ground normal on any real slope,
|
||||
producing wrong physics. Fixed by syncing
|
||||
`body.GroundNormal = ci.ContactPlane.Normal` (or
|
||||
`ci.LastKnownContactPlane.Normal`) at the exact block
|
||||
(`PhysicsEngine.cs` ~:1297-1320) that already publishes
|
||||
`body.ContactPlane`/`ContactPlaneValid` after every resolve — Core-level,
|
||||
so player, remote, ordinary, and projectile movers all get a real
|
||||
slope normal for free (matching the task's "the mechanism is general"
|
||||
requirement; the ordinary/remote physics updaters
|
||||
(`RuntimeOrdinaryPhysicsUpdater.cs`, `RuntimeRemotePhysicsUpdater.cs`)
|
||||
already compose root motion + `UpdatePhysicsInternal` cleanly, with no
|
||||
destructive zero — this fix brings the player path in line with its
|
||||
own siblings, not a novel invention).
|
||||
|
||||
2. **`src/AcDream.Runtime/Gameplay/PlayerMovementController.cs`** — the
|
||||
grounded-tick block §4 identified (`if (_body.OnWalkable) { ... if
|
||||
(hasAnimationRootMotion) _body.Velocity = new Vector3(0f, 0f,
|
||||
savedWorldVz); ... }`) no longer reconstructs `Velocity` AT ALL for the
|
||||
`hasAnimationRootMotion` case (production graphical local-player
|
||||
path). The condition is now `if (_body.OnWalkable &&
|
||||
!hasAnimationRootMotion)`, so ONLY the headless/test-controller
|
||||
`get_state_velocity` fallback (unchanged) still writes velocity here.
|
||||
Root motion continues to fully own commanded locomotion (walking
|
||||
displacement still comes from `pmDelta.Origin`, never from
|
||||
`Velocity`) — this does not reintroduce command- or packet-cadence-
|
||||
derived grounded translation (the DO-NOT-RETRY rule in
|
||||
`claude-memory/project_physics_collision_digest.md`); it only stops
|
||||
DESTROYING whatever `Velocity` already holds. The existing
|
||||
`preIntegratePos`/`postIntegratePos` bracketing (root-motion apply,
|
||||
then `calc_acceleration()` + `UpdatePhysicsInternal(tickDt)`, then
|
||||
`ResolveWithTransition(preIntegratePos, postIntegratePos, ...)`) was
|
||||
ALREADY structurally correct for composing both channels — retail's
|
||||
`CPhysicsObj::UpdatePositionInternal` composition model — so no
|
||||
further restructuring was needed once the destructive zero was
|
||||
removed.
|
||||
|
||||
### 9.2 Fixture results (freeze → slide, proven)
|
||||
|
||||
`Issue265SteepSlopeCaptureBisectTests.cs` gained a `ComposedTickSample`
|
||||
harness (`ReplayRealRoofLandingComposed`) that mirrors
|
||||
`PlayerMovementController.cs`'s per-tick composition line-for-line using
|
||||
only Core types (`PhysicsBody`, `PhysicsObjUpdate.HandleAllCollisions`,
|
||||
`PhysicsEngine`), parameterized by a
|
||||
`preserveResidualVelocityOnGroundedTick` toggle representing the old vs.
|
||||
new shape:
|
||||
|
||||
- **`ComposedRoofLanding_OldZeroingModel_ReproducesTheMinedFreeze`**
|
||||
(toggle `false`): reproduces the exact mined signature — velocity forced
|
||||
to `(0,0,0)` the tick after landing, frozen solid (`FrozenStreak` grows
|
||||
unbounded) for the rest of the replay.
|
||||
- **`ComposedRoofLanding_NewFix_VelocitySurvivesAndPositionKeepsAdvancing`**
|
||||
(toggle `true`): the SAME captured landing (velocity `(11.15, 14.13,
|
||||
-23.14)` onto the real `(2,3,6)/7` roof normal) now survives the Z-only
|
||||
hand-zero with its full horizontal speed, and the position advances
|
||||
every single tick (`adv=0.5149` per tick, `onWalk=true`, `frozen=0`)
|
||||
for the entire post-landing window — a genuine sustained glide, not a
|
||||
freeze. (The original small real-captured triangle had to be enlarged
|
||||
6x about its centroid — same plane, same normal, same landing point/tick,
|
||||
see `MakeRoofEngine`'s new `scale` parameter — because the real glide
|
||||
travels ~50 m over the test window and would otherwise run off the
|
||||
tiny real triangle's edge into the SEPARATE small-triangle-boundary
|
||||
artifact §7 item 2 already flagged; that artifact is confirmed
|
||||
real and unrelated to this fix, see §9.4.)
|
||||
- **`ComposedRoofLanding_NewFix_SyntheticGrazingApproach_DecaysViaCalcFriction`**:
|
||||
a synthetic variant (same roof polygon, a deliberately different
|
||||
approach velocity chosen so `dot(velocity, GroundNormal) < 0.25` after
|
||||
landing) proves genuine exponential decay: speed at landing ≈ 6.0 m/s
|
||||
decays tick-by-tick down to the `SmallVelocitySquared` hard-zero floor
|
||||
by roughly tick 33 after landing — retail's `calc_friction` formula
|
||||
working exactly as ported.
|
||||
|
||||
**Important nuance:** the REAL captured landing (record 3433's velocity
|
||||
and normal) happens to fall in retail's "moving away fast enough, no
|
||||
friction" band (`dot(velocity, GroundNormal) ≈ +9.25 ≥ 0.25`) — so it
|
||||
glides at CONSTANT velocity across the roof rather than visibly decaying.
|
||||
This is not a bug; retail's own `calc_friction` early-returns in exactly
|
||||
this case (the velocity's horizontal projection points "downhill," same
|
||||
direction as the normal's horizontal projection — see the derivation in
|
||||
§9.3). The task's framing ("decays over subsequent ticks") is
|
||||
demonstrated by the separate synthetic case above, which deliberately
|
||||
selects a velocity/normal pairing where retail's own formula calls for
|
||||
decay; the real mined case demonstrates the OTHER correct retail outcome
|
||||
(sustained glide) for its own geometry. Both are "survives and slides,"
|
||||
never "freezes" — the actual acceptance bar.
|
||||
|
||||
### 9.3 Downhill direction derivation (for the synthetic decay case)
|
||||
|
||||
For a planar triangle with outward normal N and any point P on the
|
||||
plane, `dot(N, P - centroid) = 0` (coplanarity). For a slope where Z
|
||||
increases as you move "uphill," the outward normal's horizontal
|
||||
projection points toward LOWER Z (downhill) — e.g. plane `z = m·x`
|
||||
(uphill as x increases) has normal `∝ (-m, 0, 1)`, whose horizontal
|
||||
component `-m` points toward decreasing x (downhill). The real captured
|
||||
roof normal `(0.2857, 0.4286, 0.8571)` has horizontal projection
|
||||
`(0.2857, 0.4286)` pointing downhill; the captured velocity's horizontal
|
||||
component `(11.15, 14.13)` points in nearly the same direction (both
|
||||
positive, roughly proportional) — i.e. the mover is genuinely sliding
|
||||
DOWN and AWAY from the impact point, which is exactly why
|
||||
`dot(velocity, normal)` comes out strongly positive and friction
|
||||
correctly declines to engage.
|
||||
|
||||
### 9.4 Runtime-level regression tests + a second, unrelated mechanism found
|
||||
|
||||
`tests/AcDream.Runtime.Tests/Gameplay/PlayerMovementControllerTests.cs`
|
||||
gained two tests exercising the REAL `PlayerMovementController` (not just
|
||||
the Core-level model):
|
||||
|
||||
- **`Update_AnimationRootMotion_WalkSpeedUnaffectedByResidualVelocityFix`**:
|
||||
ordinary root-motion walking (no fall/collision in flight) advances by
|
||||
exactly the authored per-tick delta for 30 ticks and `BodyVelocity`
|
||||
stays exactly zero throughout — confirming the fix is a complete no-op
|
||||
for the common "just walking around" case, pinning the L.3c hazard
|
||||
(`claude-memory/project_physics_collision_digest.md`'s DO-NOT-RETRY
|
||||
table) at the Runtime level in addition to the existing
|
||||
`GroundedRootMotion_FrictionThreshold_DoesNotHammerLocomotionTests`
|
||||
Core-level pin (unmodified, still green).
|
||||
- **`Update_RunningJumpLandsOnFlatGround_ResidualVelocitySurvivesAndDecays_NotFrozen`**:
|
||||
a real charged running jump (forward + jump, full production dispatch)
|
||||
lands on flat ground and its residual horizontal speed survives the
|
||||
first post-landing tick, then measurably decays (flat ground:
|
||||
`dot(velocity, (0,0,1)) ≈ 0 < 0.25`, so friction DOES engage here,
|
||||
unlike the real roof capture above).
|
||||
|
||||
**Building this test surfaced a second, genuinely separate,
|
||||
already-registered mechanism** (temporary `Console.WriteLine`
|
||||
instrumentation was added and fully removed per CLAUDE.md's diagnostic-
|
||||
logging discipline): `MotionInterpreter.LeaveGround()`
|
||||
(`CMotionInterp::LeaveGround` 0x00528b00, R3-W4/J7/J8, unrelated to
|
||||
#265/#166) recomputes and OVERWRITES `PhysicsObj.Velocity` from
|
||||
`GetLeaveGroundVelocity()` on the grounded→airborne edge, using whatever
|
||||
forward command is interpreted AT THAT EXACT TICK — a real, intentional,
|
||||
already-ported retail behavior. Releasing the forward key in the SAME
|
||||
tick this edge fires (an early test-construction mistake, not a
|
||||
production concern) clobbers the just-launched velocity. Separately,
|
||||
`MotionInterpreter.ApplyCurrentMovementInterpreted`'s AP-77
|
||||
"animation-less/headless movement fallback" (register row AP-77,
|
||||
already correctly scoped: "When `MotionInterpreter.DefaultSink` or the
|
||||
local PartArray callback is absent...") ALSO rewrites grounded velocity
|
||||
from `get_state_velocity()` on every `HitGround`/`LeaveGround` re-apply
|
||||
when no `DefaultSink` is wired — which is exactly the state of a
|
||||
`PlayerMovementController` built directly in a unit test without wiring
|
||||
one. Production (`GameWindow`) always wires a real `DefaultSink`, so
|
||||
neither mechanism is live there; the fixed test (1) holds Forward for one
|
||||
extra tick so `LeaveGround`'s one-time recompute captures the real
|
||||
launch velocity before releasing it, and (2) wires a minimal
|
||||
`FakeAnimationDispatchSink` as `controller.Motion.DefaultSink` so
|
||||
`ApplyCurrentMovementInterpreted` takes its real dispatch branch instead
|
||||
of the AP-77 fallback — making the test representative of the production
|
||||
graphical path rather than the headless one. **Neither mechanism
|
||||
required any production code change or register update** — AP-77's row
|
||||
already accurately describes its scope, and `LeaveGround`'s behavior is
|
||||
intentional retail-ported behavior, not a bug this task touches.
|
||||
|
||||
### 9.5 Symptom (a), the uphill bounce — confirmed separate, unaffected
|
||||
|
||||
Re-derived `PhysicsObjUpdate.HandleAllCollisions`'s `shouldReflect` gate
|
||||
byte-for-byte against the raw retail decomp
|
||||
(`acclient_2013_pseudo_c.txt:282647-282760`,
|
||||
`CPhysicsObj::handle_all_collisions`) this session:
|
||||
`var_10_1` (== `shouldReflect`) ends up `!(arg4 && (transient_state & 2)
|
||||
!= 0 && !sledding)` where `arg4` is `prevContact`/`prevOnWalkable`
|
||||
captured at `SetPositionInternal` entry (before this call's own commits)
|
||||
and `transient_state & 2` is read live inside `handle_all_collisions`
|
||||
itself — i.e. AFTER `set_on_walkable` has already committed the
|
||||
DESTINATION's OnWalkable bit. This is **exactly** `PhysicsObjUpdate.
|
||||
HandleAllCollisions`'s existing `shouldReflect = !(prevOnWalkable &&
|
||||
nowOnWalkable && !sledding)` — a byte-exact port, not a translation bug.
|
||||
For ANY fresh landing from airborne (`prevOnWalkable=false`), retail
|
||||
itself reflects whenever the collision normal shows "moving into the
|
||||
surface" (`dot < 0`), REGARDLESS of whether the destination is walkable.
|
||||
This is the SAME mechanism AD-25 closed (2026-07-30, Campaign P Slice
|
||||
P3, docs/ISSUES.md #166) for both local and remote movers — confirmed
|
||||
pre-existing and out of scope for this task, matching CLAUDE.md's "do
|
||||
not fix code that matches retail" rule.
|
||||
|
||||
`UphillLanding_Synthetic_ReflectionDecisionUnaffectedByResidualVelocityFix`
|
||||
(`Issue265SteepSlopeCaptureBisectTests.cs`) constructs a synthetic
|
||||
30°-uphill walkable slope, a falling-forward approach with `dot(velocity,
|
||||
normal) < 0` by construction, and runs `HandleAllCollisions` with and
|
||||
without the residual-velocity-preserving toggle applied AFTERWARD. The
|
||||
reflection decision (and its resulting velocity) is identical either way
|
||||
— proving the #265/#166 fix is orthogonal to whatever
|
||||
`HandleAllCollisions` decides, not a cause of or a fix for the bounce.
|
||||
The test's own log line documents the specific synthetic case DOES
|
||||
reflect (`Vz` goes from `0` to `+2.27` on this exact input), consistent
|
||||
with retail's byte-exact algorithm — evidence for a future dedicated pass
|
||||
if the user's live repro still shows an unwanted bounce, not a verdict
|
||||
this task renders.
|
||||
|
||||
### 9.6 Test/file summary
|
||||
|
||||
- `src/AcDream.Core/Physics/PhysicsEngine.cs` — `GroundNormal` sync.
|
||||
- `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs` — grounded
|
||||
block no longer zeros `Velocity` for the animation-root-motion case.
|
||||
- `tests/AcDream.Core.Tests/Physics/Issue265SteepSlopeCaptureBisectTests.cs` —
|
||||
`MakeRoofEngine`'s new `scale` parameter, `ComposedTickSample` +
|
||||
`ReplayRealRoofLandingComposed`, and four new `[Fact]`s (old-model
|
||||
freeze pin, new-fix slide proof, synthetic decay proof, uphill-bounce
|
||||
orthogonality proof).
|
||||
- `tests/AcDream.Runtime.Tests/Gameplay/PlayerMovementControllerTests.cs` —
|
||||
`FakeAnimationDispatchSink` + two new `[Fact]`s (walk-speed no-op pin,
|
||||
real running-jump landing survival+decay pin).
|
||||
- `docs/ISSUES.md` — #265 and #166 updated (fix implemented, closure
|
||||
pends the user's visual-gate acceptance).
|
||||
- `docs/architecture/retail-divergence-register.md` — AP-7's retirement
|
||||
note corrected (the 0.25f threshold port was always right; it had
|
||||
nothing real to operate on until this fix closed both the grounded-
|
||||
velocity-zero and the `GroundNormal`-wiring gaps). No new row filed —
|
||||
this change ports retail's mechanism faithfully; it does not introduce
|
||||
a new deviation.
|
||||
|
||||
### 9.7 Verification
|
||||
|
||||
`dotnet test` (Release): 4074 Core tests / 2 skips, 434 Runtime tests / 0
|
||||
skips, 3971 App tests / 3 skips — all green, no regressions. Complete
|
||||
solution suite (9 projects): 9993 total, 9988 passed, 5 skipped, 0
|
||||
failed.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue