diag #181: root-cause chain complete - flapping cell 0x0181, wall-press excitation, and the REAL defect: camera-flood-scoped light application

Issue181VisFlapReplayTests: headless flood replay at the live parked pose names cell 0x8A020181 - +-0.5mm eye perturbations flip its admission (at yaw15/pitch-20 for every direction). Issue181CameraParkStabilityTests: the camera loop parks BIT-EXACT with static inputs (0.00um over 2000 frames) - the live ~1mm/frame wander is the wall-press equilibrium (sought steps a*gap ~4mm into the wall per frame, the clip lands within adjust_to_plane's parametric 0.02 window; player physics bit-frozen per [resolve]). That wobble is retail-class. The defect is OURS: the A7 adaptation scopes light application to the camera flood's per-frame admission, so a sliver cell flapping flips whole lit regions; retail computes light reach once at registration (Render::add_static_light -> CObjCell::add_lights), camera-independent. Fix direction: registration-time per-light reach sets via the portal graph (pseudocode docs/research/2026-07-06-a7-per-cell-lighting-pseudocode.md). ISSUES #181 updated with the full chain.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-06 21:04:34 +02:00
parent d9a4ca2355
commit 864e4d9e75
3 changed files with 233 additions and 7 deletions

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@ -73,14 +73,35 @@ WHILE the #180 camera strobe was live, so none of them cleanly cleared the rende
— and CLIP_DEBUG=1 forced gl_ClipDistance slots only; the AABB-scissor degrade sibling — and CLIP_DEBUG=1 forced gl_ClipDistance slots only; the AABB-scissor degrade sibling
may never have been disabled. may never have been disabled.
**Next step:** replay the flood headlessly (PortalVisibilityBuilder + LoadEnvCell **ROOT CAUSE CHAIN (completed 2026-07-06 night, all headless/live-probed):**
fixtures) at eye=(49.15,38.62,3.98) ± a micron/mm grid; identify the flapping cell 1. The flapping cell is **0x8A020181** (`Issue181VisFlapReplayTests`: ±0.5 mm eye
and the exact threshold (#129/#130 NDC floor-ceil class, or AP-19's PortalSideEpsilon); perturbation flips its admission across several gazes — at yaw 15/pitch 20 it flips
fix the root — either the threshold's correctness or the eye-noise divergence for EVERY perturbation direction).
(retail-faithful candidates only, no hysteresis band-aids). 2. The excitation is the WALL-PRESS wobble, not µm noise: at the parked spot the camera
is pressed into a wall (`[resolve]` hit=yes n=(0,1,0) every frame; the player physics
position is BIT-FROZEN — in=tgt=out). The sought steps α·gap ≈ 4 mm into the wall per
frame and the sweep clips it back with `adjust_to_plane`'s parametric 0.02 termination
window (retail's own constant) → the published eye slides ~1 mm/frame along the wall.
`Issue181CameraParkStabilityTests`: with static inputs and no wall the camera parks
BIT-EXACT — the loop is healthy; a wall-press wobble of this scale is retail-class.
3. **The AMPLIFIER is ours and is the actual defect: the A7 adaptation scopes light
APPLICATION to the camera flood's per-frame admission** (light registration
`cellId:` scoping). Retail computes a light's reach through the portal graph ONCE at
registration (`Render::add_static_light``CObjCell::add_lights`), camera-
independent — a sliver cell flapping costs retail a few pixels; it costs us whole lit
regions (the washed-region strobe).
**Acceptance:** parked camera in the washed spot → vis count constant across 10k+ **The fix:** replace camera-flood light scoping with retail's registration-time light
frames; frame-pair pixel diffs show no region-shaped changes; the user sees no flicker. reach sets (per-light cell-set walk from the light's own cell through the portal graph;
decomp pseudocode already on disk:
`docs/research/2026-07-06-a7-per-cell-lighting-pseudocode.md`). The wall-press wobble
and the binary knife-edge admission then match retail's visible behavior (sub-pixel
consequences). No hysteresis/damping band-aids on the flood.
**Acceptance:** parked pressed camera in the washed spot → lit regions steady (the
`[flap]` vis 31↔32 flap may legitimately persist at sub-pixel visual cost); frame-pair
pixel diffs show no region-shaped changes; the user sees no flicker; #176 re-gate
(steady purple wedge) passes.
--- ---

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@ -0,0 +1,100 @@
using System;
using System.Numerics;
using AcDream.App.Rendering;
using AcDream.Core.Rendering;
using Xunit;
using Xunit.Abstractions;
namespace AcDream.App.Tests.Rendering;
/// <summary>
/// #181 excitation probe — the live parked camera wanders ~0.9 mm/frame
/// (launch-176-leakfix.log [flap-sweep]: 19,889 distinct sought values in 20k
/// parked sweeps), which keeps the portal flood's knife-edge admissions
/// flapping. Retail's parked viewer is a bit-exact fixed point (UpdateCamera
/// dead-band `return viewer`).
///
/// This test drives RetailChaseCamera.Update with BIT-IDENTICAL inputs at the
/// live frame rate: if the camera parks bit-stable here, the live wobble comes
/// from its INPUTS (player position/yaw jitter out of GameWindow); if it
/// wobbles here, the camera loop itself fails to reach the fixed point.
/// </summary>
public class Issue181CameraParkStabilityTests
{
private readonly ITestOutputHelper _out;
public Issue181CameraParkStabilityTests(ITestOutputHelper output) => _out = output;
private sealed class PassthroughProbe : ICameraCollisionProbe
{
public CameraSweepResult SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId, Vector3 playerPos)
=> new(desiredEye, cellId);
}
[Fact]
public void ParkedCamera_StaticInputs_ReachesBitStableFixedPoint()
{
bool savedAlign = CameraDiagnostics.AlignToSlope;
bool savedColl = CameraDiagnostics.CollideCamera;
float savedT = CameraDiagnostics.TranslationStiffness;
float savedR = CameraDiagnostics.RotationStiffness;
try
{
CameraDiagnostics.AlignToSlope = true; // production default
CameraDiagnostics.CollideCamera = true;
CameraDiagnostics.TranslationStiffness = 0.45f;
CameraDiagnostics.RotationStiffness = 0.45f;
var cam = new RetailChaseCamera { CollisionProbe = new PassthroughProbe() };
// Live-like parked pose: static player, static yaw, zero velocity,
// grounded on a flat contact plane, ~1500 fps.
var playerPos = new Vector3(49.5f, -39.9f, -5.9f);
float yaw = 1.83f;
float dt = 1f / 1500f;
void Step() => cam.Update(
playerPosition: playerPos,
playerYaw: yaw,
playerVelocity: Vector3.Zero,
isOnGround: true,
contactPlaneNormal: Vector3.UnitZ,
dt: dt,
cellId: 0x8A020142u,
selfEntityId: 0x5);
// Converge: at α≈0.003/frame the boom needs a few thousand frames
// to settle from the init pose into the dead-band.
for (int i = 0; i < 20000; i++) Step();
Vector3 a = cam.Position;
var fwdA = cam.View; // full view matrix — includes the forward half
// 2000 further frames with bit-identical inputs: every one must be
// the exact fixed point (retail parks verbatim).
float maxDelta = 0f;
Vector3 prev = a;
bool viewChanged = false;
for (int i = 0; i < 2000; i++)
{
Step();
maxDelta = MathF.Max(maxDelta, Vector3.Distance(cam.Position, prev));
prev = cam.Position;
if (cam.View != fwdA) viewChanged = true;
}
_out.WriteLine(FormattableString.Invariant(
$"post-convergence maxConsecDelta={maxDelta * 1e6f:F2}um viewChanged={viewChanged} pos=({cam.Position.X:F7},{cam.Position.Y:F7},{cam.Position.Z:F7})"));
Assert.True(maxDelta == 0f,
$"parked camera must be a bit-exact fixed point, wandered up to {maxDelta * 1e6f:F1}um/frame");
Assert.False(viewChanged, "view matrix must be frozen at park");
}
finally
{
CameraDiagnostics.AlignToSlope = savedAlign;
CameraDiagnostics.CollideCamera = savedColl;
CameraDiagnostics.TranslationStiffness = savedT;
CameraDiagnostics.RotationStiffness = savedR;
}
}
}

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@ -0,0 +1,105 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using AcDream.App.Rendering;
using DatReaderWriter;
using DatReaderWriter.Options;
using Xunit;
using Xunit.Abstractions;
namespace AcDream.App.Tests.Rendering;
/// <summary>
/// #181 — the portal-flood admitted set flaps 31↔32 on MICRON eye noise at a
/// parked camera (live: launch-176-leakfix.log, root 0x8A020142, vis flips
/// every ~100200 frames for 517k frames; the swept eye carries ~7 µm
/// float-roundtrip noise). The flapping cell's visibility-scoped lights + the
/// union-AABB scissor rect strobe = the #176 washed-region flicker.
///
/// This replay hunts the knife edge headlessly: at the live parked eye
/// (49.15, 38.62, 3.98), sweep gazes and perturb the eye by ±0.5 mm per
/// axis; ANY admitted-set difference at sub-mm perturbation is the #181
/// instability, and the symmetric difference names the flapping cell.
/// </summary>
public class Issue181VisFlapReplayTests
{
private const uint FacilityHub = 0x8A020000u;
private const uint LiveRoot = FacilityHub | 0x0142u;
private static readonly Vector3 LiveEye = new(49.15f, -38.62f, -3.98f);
private readonly ITestOutputHelper _out;
public Issue181VisFlapReplayTests(ITestOutputHelper output) => _out = output;
private static Matrix4x4 ViewProjFor(Vector3 eye, Vector3 gazeDir)
{
var view = Matrix4x4.CreateLookAt(eye, eye + gazeDir, Vector3.UnitZ);
var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 0.1f, 5000f);
return view * proj;
}
private static List<uint> Flood(
Dictionary<uint, LoadedCell> cells, uint rootId, Vector3 eye, Vector3 gazeDir)
{
Func<uint, LoadedCell?> lookup = id => cells.TryGetValue(id, out var c) ? c : null;
var frame = PortalVisibilityBuilder.Build(
cells[rootId], eye, lookup, ViewProjFor(eye, gazeDir),
buildingMembership: null,
drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ);
var result = new List<uint>(frame.OrderedVisibleCells);
result.Sort();
return result;
}
private static string CellSetString(IEnumerable<uint> ids)
=> string.Join(" ", ids.Select(id => $"{id & 0xFFFFu:X4}"));
[Fact]
public void Diagnostic_SubMillimeterEyePerturbation_MustNotChangeAdmission()
{
var datDir = CornerFloodReplayTests.ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var cells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
Assert.True(cells.ContainsKey(LiveRoot), "live root 0x0142 not loaded");
// ±0.5 mm per axis — an order of magnitude above the live µm noise, well
// below anything visually meaningful.
var perturbations = new[]
{
new Vector3( 0.0005f, 0, 0), new Vector3(-0.0005f, 0, 0),
new Vector3(0, 0.0005f, 0), new Vector3(0, -0.0005f, 0),
new Vector3(0, 0, 0.0005f), new Vector3(0, 0, -0.0005f),
};
int unstableGazes = 0;
for (int yawDeg = 0; yawDeg < 360; yawDeg += 15)
{
foreach (float pitchDeg in new[] { 0f, -20f, -35f })
{
float yaw = yawDeg * MathF.PI / 180f, pitch = pitchDeg * MathF.PI / 180f;
var gaze = new Vector3(
MathF.Cos(pitch) * MathF.Cos(yaw),
MathF.Cos(pitch) * MathF.Sin(yaw),
MathF.Sin(pitch));
var baseline = Flood(cells, LiveRoot, LiveEye, gaze);
foreach (var d in perturbations)
{
var perturbed = Flood(cells, LiveRoot, LiveEye + d, gaze);
if (perturbed.SequenceEqual(baseline)) continue;
unstableGazes++;
var removed = baseline.Except(perturbed).ToList();
var added = perturbed.Except(baseline).ToList();
_out.WriteLine(FormattableString.Invariant(
$"UNSTABLE yaw={yawDeg} pitch={pitchDeg} d=({d.X * 1000:F1},{d.Y * 1000:F1},{d.Z * 1000:F1})mm base={baseline.Count} pert={perturbed.Count} removed=[{CellSetString(removed)}] added=[{CellSetString(added)}]"));
}
}
}
_out.WriteLine($"unstable (gaze, perturbation) pairs: {unstableGazes}");
// Diagnostic first: report, don't assert — the fix turns this into a hard pin.
}
}