docs(p2): session wrap — P1 done, P2 (Path 5 step-up) localized; handoff + plan/CLAUDE.md update

P1 membership is DONE (proven to already match retail; the 0/11 was a cdb capture artifact;
merged + pushed). P2 root cause localized to BSP Path 5 grounded step-up: the Path 5 wrappers
(DoStepUp=retail step_up, DoStepDown=retail step_down) are verified faithful + reached; the
divergence is in the step-up CLIMB (find_walkable/step_sphere_down up-adjust when sp.StepUp=true).

- docs/research/2026-06-03-p2-door-stepup-handoff.md: canonical P2 pickup + fresh-session prompt +
  DO-NOT-RETRY (the wrappers) + the tooling note (xunit swallows Console.WriteLine).
- master-plan §3: P1 marked DONE + the (a)-(d) deletes/unifications re-scoped to approval-gated
  refactors of working code; P2 localization recorded.
- CLAUDE.md M1.5: dated 2026-06-03 pointer (P1 done, P2 active, render seam in P3/P4, pickup doc).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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# P2 pickup handoff — door / building-shell collision = BSP Path 5 grounded step-up
> **Canonical pickup for the next session.** Branch `claude/thirsty-goldberg-51bb9b`
> (do NOT branch/worktree; do NOT push without asking; NEVER `git stash`/`gc`). PowerShell on
> Windows; launch logs are UTF-16. Read this FIRST.
## State both altitudes
- **Milestone:** M1.5 — Indoor world feels right.
- **Effort:** the VERBATIM spatial-pipeline port (master plan:
`docs/superpowers/specs/2026-06-03-verbatim-spatial-pipeline-port-master-plan.md`).
- **P1 (membership) = DONE.** Proven to already match retail; the "0/11 lag" was a cdb capture
artifact. Merged to `main` + pushed to both remotes (HEAD `f0d37d8`). See
`docs/research/2026-06-03-p1-membership-swept-advance-handoff.md` (RESOLVED banner) +
`memory/project_retail_membership_criterion.md`.
- **P2 (door / building-shell collision) = IN PROGRESS, root cause LOCALIZED.** The fix is the next step.
- **Next concrete step:** read+compare acdream `find_walkable`/`step_sphere_down` vs retail
`BSPTREE::step_sphere_down` (pc:323665) + `find_walkable`, pin the step-up CLIMB divergence, and
drive `B1_GroundedMover_LowStep_StepsUp` + the door apparatus RED→GREEN.
## TL;DR (the P2 finding)
All **5 failing Core tests** localize to **BSP Path 5 (the grounded `Contact + StepSphereUp` branch)**:
| Test | Symptom |
|---|---|
| `BSPStepUpTests.B1_GroundedMover_LowStep_StepsUp` | grounded mover wall-slides a **walkable 0.25 m step** instead of stepping up (`CurPos.Z` stays 0). The cleanest isolation of the bug. |
| `BSPStepUpTests.D4_AirborneMover_TallWall_PersistsSlidingNormalAcrossFrames` | airborne tall-wall sliding-normal count (`Expected: 2`) — Path 4/5 sliding-normal family. |
| `DoorCollisionApparatusTests.Apparatus_Grounded_50cmOffCenter_FrontApproach_DocumentsBug` | synthetic door + grounded off-center: now blocks at tick 0 with an `(0,0,1)` up-normal + goes airborne (Path 5 step-up artifact, not a faithful door block). |
| `DoorBugTrajectoryReplayTests.LiveCompare_DoorOffCenterWalkthrough_Tick13558` | replay of captured live tick diverges from the engine (documents-the-bug). |
| `DoorBugTrajectoryReplayTests.LiveCompare_DoorBlocksFromOutside_Tick22760` | same, outdoor-block tick. |
These have been the documented baseline RED set for a while (they are P2's target). They did NOT
regress this session — P1's work only touched conformance tests + docs.
## Root cause — PRECISELY localized (the whole upstream chain is verified faithful)
For B1 (the cleanest case), the path is reached + dispatched correctly; the divergence is deep in the
climb. Verified faithful and ruled out this session (DO NOT re-investigate these — see DO-NOT-RETRY):
1. **Path 5 dispatch is reached.** `BSPStepUpFixtures.MakeGroundedTransition` sets `State = Contact |
OnWalkable` + `StepDown=true` — but that `StepDown` is `ObjectInfo`'s flag; the Path 3 dispatch
gates on the `SpherePath.StepDown` flag (only set during a step-down probe), so the **main sweep
correctly lands in Path 5's `Contact` branch** (`BSPQuery.cs:1814`).
2. **Recursion guard passes.** `if (engine is not null && !path.StepUp && !path.StepDown) return
StepSphereUp(...)` (`BSPQuery.cs:1848`) — on the main sweep both `SpherePath` flags are false →
`StepSphereUp``DoStepUp` IS called on the wall hit.
3. **`DoStepUp` (`TransitionTypes.cs:3254`) = faithful port of retail `CTransition::step_up`
(pc:273099).** Same structure: clear contact-plane, `stepDownHeight = OnWalkable ? StepUpHeight :
0.04`, `walkableAllowance = OnWalkable ? GetWalkableZ() : LandingZ`, call `DoStepDown(...)`, return
its result. (acdream adds a restore-contact-plane-on-failure block — benign.)
4. **`DoStepDown` (`TransitionTypes.cs:3074`) = faithful port of retail `CTransition::step_down`
(pc:272946).** Skips the down-offset when `StepUp` is set, runs `TransitionalInsert(5)`, accepts
iff `OK && ContactPlaneValid && ContactPlane.N.z >= walkableZ`, then placement-validates.
**So the divergence is INSIDE the step-up climb:** `DoStepDown``TransitionalInsert(5)` → Path 3
`step_sphere_down`**`find_walkable`'s upper-floor find + sphere-up-adjust when `sp.StepUp=true`**.
It fails to locate/lift onto the 0.25 floor within the 0.30 budget → `DoStepDown` returns false →
`StepUpSlide` → wall-slide → `Z=0`. The retail oracle for the climb is `BSPTREE::step_sphere_down`
(`@ 0x53a210` pc:323665) + `BSPNODE/BSPLEAF::find_walkable` + `adjust_sphere_to_plane`.
acdream code map: `BSPQuery.StepSphereUp` (`:1372`), `BSPQuery.step_sphere_down` (`:1206`),
`BSPQuery.find_walkable` (`:693`), `BSPQuery.AdjustSphereToPlane` (search it), `Transition.DoStepUp`
(`:3254`), `Transition.DoStepDown` (`:3074`).
## ⚠ TOOLING NOTE (cost me a probe cycle — don't repeat)
**xunit swallows `Console.WriteLine`.** The built-in `ACDREAM_DUMP_STEPUP=1` trace (in `DoStepUp`)
and the `[step-walk]` probe (`PhysicsDiagnostics.ProbeStepWalkEnabled`) both print via `Console`
they do NOT surface in `dotnet test ... -l "console;verbosity=detailed"`. The tests that DID show
output used `ITestOutputHelper` (`_out.WriteLine`). So to trace which climb condition fails
(`TransitionalInsert(5)` result / contact-plane / `N.z` / placement), **add an `ITestOutputHelper`-based
trace to B1 (or a focused harness) — don't rely on the `Console` probes inside the engine.**
## DO-NOT-RETRY (verified faithful this session)
1. Path 5 dispatch / the Contact-branch reachability — confirmed B1 reaches Path 5.
2. The recursion guard / `StepSphereUp` call — confirmed `DoStepUp` is called.
3. `DoStepUp` vs retail `step_up` — faithful, ruled out.
4. `DoStepDown` vs retail `step_down` — faithful, ruled out.
The bug is downstream in `find_walkable`/`step_sphere_down`'s **step-up adjust**. Start there.
## Next steps (evidence-first — the door saga burned many SPECULATIVE fixes; do NOT repeat)
1. **Read+compare** acdream `BSPQuery.find_walkable` (`:693`) + `step_sphere_down` (`:1206`) +
`AdjustSphereToPlane` against retail `BSPTREE::step_sphere_down` (pc:323665) + `BSPNODE/BSPLEAF::
find_walkable` + `adjust_sphere_to_plane`. Focus on the `step_up==1` path: how retail lifts the
sphere onto a step within `step_down_amt`, and where acdream fails to.
2. **Instrument B1 with `ITestOutputHelper`** (Console is swallowed — see tooling note) to pin which
condition fails: does `TransitionalInsert(5)` return OK? is `ContactPlaneValid` set? is the landing
`N.z >= walkableZ`? does placement (`TransitionalInsert(1)`) reject? `B1` is sub-second, headless.
3. **Fix the climb verbatim** (cite the decomp anchor), drive `B1` GREEN, then `B2` (must still
block the 5 m wall), then the door apparatus (`Apparatus_Grounded_50cmOffCenter…` flips to
block-not-walkthrough → rewrite its assertion to `Assert.True(blocked) && pos.Y < 12.0`), then the
2 `LiveCompare` ticks, then `D4`.
4. **Definitive cross-check if the decomp is ambiguous:** cdb-attach to retail at a Holtburg cottage
doorway, break on `CTransition::step_up`/`step_down`/`BSPTREE::step_sphere_down`, walk a low step +
the door, capture what retail does. PDB MATCHES; tooling in `tools/cdb/` (CLAUDE.md "Retail debugger
toolchain"). Needs the user's retail client up + walking.
5. **User visual gate:** at a doorway, walk through cleanly (foot Y stable, no oscillation), walls
block; step up a low step (cottage stair) climbs.
## Test baseline (going into the P2 fix)
Core **1309 pass / 5 fail / 1 skip** — the 5 are exactly this P2 target (`Apparatus_Grounded…`,
`LiveCompare_DoorOffCenterWalkthrough_Tick13558`, `LiveCompare_DoorBlocksFromOutside_Tick22760`,
`BSPStepUpTests.D4…`, `BSPStepUpTests.B1…`). Conformance 60 pass / 1 skip / 0 fail. App 177 green.
## Parked (do NOT touch without explicit user approval)
- **(a)(d) membership cleanups** — approval-gated refactors of WORKING code (CLAUDE.md "don't replace
working retail-faithful logic without approval"): (a) remove redundant `ResolveCellId` (already out
of the prod per-frame path; survives only in the `DataCache==null` test fallback); (b) unify the
forked `find_env_collisions`; (c) replace the `CheckBuildingTransit` bridge with intrinsic building
stabs in `find_transit_cells`; (d) make the per-cell ObjCell graph the collision authority (collision
still uses the landblock-wide `ShadowObjectRegistry`). The one soft spot: outdoor→indoor `0031↔0170`
building-entry is live-clean but NOT conformance-locked (rides on `CheckBuildingTransit`).
- **Render residuals (P3/P4)** — the VISIBLE doorway seam is now in the render path: the flap =
camera-collision residual (chase eye drifts out of the cell → viewer-cell flips; master-plan P3,
`SmartBox::update_viewer`); the void = unported PView seal (P4). Membership (physics) is correct.
See `docs/research/2026-06-03-p1-visual-gate-render-residuals.md`. Master-plan order: P2 → P3 → P4.
---
## FRESH-SESSION PROMPT (copy-paste)
```
Continue the VERBATIM retail spatial-pipeline port for acdream. Branch claude/thirsty-goldberg-51bb9b
(do NOT branch/worktree; do NOT push without asking; NEVER git stash/gc). PowerShell on Windows;
launch logs are UTF-16.
STATE: M1.5 (Indoor world feels right). P1 membership = DONE (proven to already match retail; the
"0/11 lag" was a cdb capture artifact; merged + pushed, HEAD f0d37d8). P2 (door/building-shell
collision) = IN PROGRESS, root cause LOCALIZED to BSP Path 5 grounded step-up. The fix is the job.
READ FIRST (canonical, in order):
1. docs/research/2026-06-03-p2-door-stepup-handoff.md (THIS handoff — the localization, the
DO-NOT-RETRY list, the tooling note, the next steps).
2. docs/superpowers/specs/2026-06-03-verbatim-spatial-pipeline-port-master-plan.md (§3 P2; §1/§2 B3/B4).
3. docs/research/2026-05-25-door-bug-partial-fix-shipped.md (the door saga state + its do-not list).
THE FINDING: all 5 failing Core tests localize to BSP Path 5 (grounded Contact + StepSphereUp). For
B1 (cleanest: a grounded mover wall-slides a walkable 0.25 m step with a 0.30 m budget, Z stays 0),
the whole upstream chain is VERIFIED FAITHFUL + correctly reached — Path 5 dispatch, the recursion
guard, DoStepUp (= retail CTransition::step_up pc:273099), DoStepDown (= retail step_down pc:272946).
The divergence is INSIDE the step-up CLIMB: DoStepDown → TransitionalInsert(5) → Path 3
step_sphere_down → find_walkable's upper-floor find + sphere-up-adjust when sp.StepUp=true. It fails
to lift onto the 0.25 floor → StepUpSlide → wall-slide.
DO NOT RE-INVESTIGATE (verified faithful): Path 5 dispatch, the recursion guard, DoStepUp, DoStepDown.
DO NOT speculate on the BSP fix without apparatus (the door saga burned many speculative fixes).
TOOLING: xunit swallows Console.WriteLine — the ACDREAM_DUMP_STEPUP / [step-walk] probes don't surface
in the runner; instrument B1 with ITestOutputHelper to trace the climb conditions.
THE JOB (P2 fix, evidence-first):
1. Read+compare acdream BSPQuery.find_walkable (:693) / step_sphere_down (:1206) / AdjustSphereToPlane
vs retail BSPTREE::step_sphere_down (pc:323665) + BSPNODE/BSPLEAF::find_walkable + adjust_sphere_to_plane,
focused on the step_up==1 climb. Pin the divergence (instrument B1 with ITestOutputHelper if needed).
2. Port the climb verbatim (cite the anchor). Drive RED→GREEN: B1 (steps up), then B2 (still blocks the
5 m wall), then DoorCollisionApparatusTests.Apparatus_Grounded_50cmOffCenter (flips to block — then
rewrite its documents-the-bug assertion to Assert.True(blocked) && pos.Y < 12.0), then the 2
LiveCompare ticks, then D4.
3. If the decomp is ambiguous: cdb-attach to retail at a cottage doorway (break on step_up/step_down/
step_sphere_down) — needs the user's retail client. PDB matches; tools/cdb/.
4. USER VISUAL GATE: walk through a doorway cleanly (foot Y stable, walls block); step up a cottage
stair (climbs).
TEST BASELINE: Core 1309 pass / 5 fail (the P2 target above) / 1 skip; Conformance 60 pass / 1 skip;
App 177 green. PARKED (need explicit approval): the (a)-(d) membership cleanups + the render residuals
(P3/P4 — the visible doorway flap/void). Do NOT speculate a Path-5 fix before the climb divergence is
pinned with evidence.
```

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@ -121,8 +121,32 @@ The render rides on stable membership + a stable viewer. Port bottom-up so each
**P0 first** because it's the apparatus that makes "verbatim" checkable.
- **P0 — Conformance apparatus (before any port).** Headless fixtures of the Holtburg cottage neighborhood (cells `0xA9B4003x` + `0xA9B4017x`, the building stab, the cellar) loaded from the real dats. Golden tests that assert *retail* outcomes: `find_cell_list` returns the same cell as a captured retail trace at the threshold; `point_in_cell` matches; the PVS visible-set for a given (cell, eye) matches. Use the existing `ACDREAM_CAPTURE_RESOLVE` + cdb retail traces. **This is how we know a port is verbatim, not vibes.**
- **P1 — Membership (A) + uniform collision (B1).** Port `find_cell_list`/`find_transit_cells`/`find_building_transit_cells`/`add_all_outside_cells` intrinsic; delete `CheckBuildingTransit`. Port uniform `find_env_collisions` (no fork). One `point_in_cell` criterion everywhere. **Gate:** stand in the cottage doorway — the cell does NOT ping-pong (`[cell-transit]` DELTA=0 standing still, no `0031↔0170↔0171`); walk in/out is a clean monotonic cell sequence.
- **P2 — Door/building-shell collision (B3/B4).** Fix the push-back bounce (the 3 failing Core door tests go green). **Gate:** stand in the doorway — no position oscillation (foot Y stable); walk through cleanly; walls block.
- **P1 — Membership (A) — ✅ DONE 2026-06-03 (premise REVERSED).** acdream's membership ALREADY
matches retail; the believed "0/11 lag" was a cdb CAPTURE ARTIFACT (`CPhysicsObj::SetPositionInternal`
calls `change_cell` at :283456 BEFORE `set_frame` writes `m_position` at :283458, so the golden
paired each frame's new cell with the previous frame's position). An aligned re-capture
(`tools/cdb/find-cell-list-capture-aligned.cdb`) makes the production gate read **9/9 with NO code
change**, and the live visual gate is clean (`[cell-transit]` monotonic, no ping-pong). Both retail
and acdream pick with center-only `point_in_cell` on `global_sphere[0]`; commit via
`validate_transition` = the `find_cell_list` pick — structurally identical. See
`docs/research/2026-06-03-p1-membership-swept-advance-handoff.md` (RESOLVED banner) +
`memory/project_retail_membership_criterion.md`. **RE-SCOPED:** the original P1
deletes/unifications — (a) demote/remove `ResolveCellId` (already out of the prod per-frame path),
(b) unify the forked `find_env_collisions`, (c) replace `CheckBuildingTransit` with intrinsic
building stabs in `find_transit_cells`, (d) make the per-cell ObjCell graph the collision authority
— are now **approval-gated refactors of WORKING code, NOT bug fixes**; they wait for explicit user
approval (CLAUDE.md "don't replace working retail-faithful logic without approval"). One soft spot:
outdoor→indoor `0031↔0170` building-entry is live-clean but NOT conformance-locked (rides on the
un-ported `CheckBuildingTransit` bridge).
- **P2 — Door/building-shell collision (B3/B4) — IN PROGRESS, root cause LOCALIZED 2026-06-03.** The
5 failing Core tests localize to **BSP Path 5 grounded step-up**. The wrappers — Path 5 dispatch
(Contact branch), the recursion guard, `DoStepUp` (= retail `CTransition::step_up` pc:273099),
`DoStepDown` (= retail `step_down` pc:272946) — are verified faithful + correctly reached; the
divergence is in the step-up CLIMB itself (`find_walkable`/`step_sphere_down`'s upper-floor find +
sphere-up-adjust when `sp.StepUp=true`; retail `BSPTREE::step_sphere_down` pc:323665). Cleanest
isolation: `B1_GroundedMover_LowStep_StepsUp` (wall-slides a walkable 0.25 m step). Pickup:
`docs/research/2026-06-03-p2-door-stepup-handoff.md`. **Gate:** stand in the doorway — no position
oscillation (foot Y stable); walk through cleanly; walls block; step up a low cottage stair (climbs).
- **P3 — Camera viewer-cell (C1/C3).** Port `find_visible_child_cell` + the faithful `update_viewer` start-cell/fallbacks. **Gate:** `viewerCell` is stable + correct as the camera orbits across boundaries (no `[flap-cam]` thrash).
- **P4 — PView render (D2D9), the core.** Replace `PortalVisibilityBuilder`/`ProjectToNdc`/`ScreenPolygonClip` with `ConstructView`/`InitCell`/`ClipPortals`/`GetClip`/`AddViewToPortals` + `portal_view_type`/`update_count`; re-port `DrawCells`' seal verbatim. **Gate:** cottage interior sealed (opaque walls, no transparent/flap, no void), sky/terrain through the door only.
- **P5 — Outside-looking-in (D8).** `DrawPortal` + `ConstructView(CBldPortal)`. **Gate:** from the street the interior renders through the door (no see-through box).