diff --git a/docs/research/2026-05-25-a6-door-cyl-retail-dispatch-investigation.md b/docs/research/2026-05-25-a6-door-cyl-retail-dispatch-investigation.md
new file mode 100644
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--- /dev/null
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@@ -0,0 +1,319 @@
+# A6.P7 — Retail dispatch investigation for door cyl + slab interaction
+
+**Date:** 2026-05-25 PM
+**Mode:** Report-only (per `/investigate` skill). No code edits.
+**Predecessor:** [`2026-05-25-a6-door-cyl-investigation-handoff.md`](2026-05-25-a6-door-cyl-investigation-handoff.md)
+
+---
+
+## TL;DR — the smoking gun
+
+**Retail's `CPhysicsObj::FindObjCollisions` dispatches BINARILY between
+"BSP-only" and "cyl + sphere" — never both.** The selector is the state
+bit `HAS_PHYSICS_BSP_PS = 0x10000` (named verbatim in the retail header).
+
+For a closed cottage door + walking player:
+- Door state `0x10008` has `HAS_PHYSICS_BSP_PS` set.
+- Player isn't a missile.
+- Player isn't a PvP-eligible target of the door.
+- → Retail goes to the **BSP-only branch**. **The cyl is never tested.**
+
+Acdream tests both because our dispatch iterates per `ShadowEntry`
+(cyl and BSP are separate entries). The residual phantom slide at
+NE/SE headings is the predictable consequence: the cyl's radial normal
+fires first, drives the slide tangent into the slab face, slab blocks
+in a downstream sub-tick, net out=in.
+
+The fix is **~15 LOC at the per-entry test site**, reading
+`obj.State & 0x10000u` (which is already populated on every
+`ShadowEntry` from ACE's `spawn.PhysicsState`). It is **NOT** an
+architectural restructuring of `ShadowObjectRegistry`. The handoff's
+"Option 2 = large change" assessment was wrong — Option 2 is the
+right answer, but its scope is dramatically smaller than the handoff
+feared.
+
+---
+
+## Question 1 — What is `state & 0x10000`? Which branch fires?
+
+**Named flag:** `HAS_PHYSICS_BSP_PS = 0x10000` —
+[`docs/research/named-retail/acclient.h:2833`](research/named-retail/acclient.h:2833).
+The full retail `PhysicsState` enum lives at lines 2815-2843. The flags
+implicated by the dispatch:
+
+| Bit | Name | Meaning |
+|---|---|---|
+| 0x4 | `ETHEREAL_PS` | Non-solid; passes through other objects |
+| 0x10 | `IGNORE_COLLISIONS_PS` | Skips collision processing entirely |
+| 0x40 | `MISSILE_PS` | Object is a projectile / arrow / spell in flight |
+| 0x10000 | `HAS_PHYSICS_BSP_PS` | Object exposes a per-Setup BSP collision mesh |
+
+**Branch logic from
+[`acclient_2013_pseudo_c.txt:276861`](research/named-retail/acclient_2013_pseudo_c.txt):**
+
+```c
+if (((this->state & 0x10000) == 0 || ebp_1 != 0) || eax_12 != 0)
+{
+ // CYL + SPHERE path (lines 276863-276953):
+ // iterate part_array's CylSpheres → CCylSphere::intersects_sphere
+ // fall through label_50f21d:
+ // iterate part_array's Spheres → CSphere::intersects_sphere
+ // (BSP is NEVER tested in this branch)
+}
+else
+{
+ // BSP path (lines 276956-276985):
+ state_3 = CPartArray::FindObjCollisions(part_array, transition);
+ // (cyl + sphere are NEVER iterated in this branch)
+}
+```
+
+**What `ebp_1` and `eax_12` are:**
+
+- `ebp_1` is set at lines 276808-276841. It's non-null **only when**
+ THIS object's weenie is a player AND the moving transition's
+ ObjectInfo has the IsPlayer flag AND no PvP exclusion (IsPK match,
+ IsPKLite match, IsImpenetrable). Effectively: "I am a player and the
+ incoming mover is also a player I can collide with."
+- `eax_12` is `OBJECTINFO::missile_ignore(transition, this)` —
+ [`acclient_2013_pseudo_c.txt:274385`](research/named-retail/acclient_2013_pseudo_c.txt:274385).
+ Returns non-zero when the moving object is a missile that should
+ ignore this target. For a walking player vs door: returns 0.
+
+**For our scenario (player walking vs closed door):**
+- `state & 0x10000 == 0`: FALSE (door has the bit set).
+- `ebp_1 != 0`: FALSE (door is not a player target).
+- `eax_12 != 0`: FALSE (walking isn't a missile).
+- Condition is FALSE → **ELSE branch fires → BSP-only path.**
+
+The retail client **never calls `CCylSphere::intersects_sphere` on the
+door's foot cylinder** when a non-missile, non-PvP mover walks into it.
+
+**ACE cross-reference confirms the truth table exactly.**
+[`references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs:412-450`](../../references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs):
+
+```csharp
+if (!State.HasFlag(PhysicsState.HasPhysicsBSP) || missileIgnore || exemption)
+{
+ // cyl-then-sphere iteration
+}
+else if (PartArray != null)
+{
+ var collided = PartArray.FindObjCollisions(transition); // BSP path
+ // ...
+}
+```
+
+ACE names the flag `HasPhysicsBSP`; the local variables are `missileIgnore`
+(retail's `eax_12`) and `exemption` (retail's `ebp_1`). The structure is
+identical bar a `// TODO: reverse this check to make it more readable`
+comment at [`PhysicsObj.cs:401`](../../references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs:401)
+confirming ACE faithfully transcribed the negated predicate without
+adding interpretation.
+
+**Verdict on Q1: the cyl is not tested in retail for our case. Bit
+0x10000 means "this object has a BSP — use it exclusively, do not
+test the cyl/sphere proxies".**
+
+---
+
+## Question 2 — Does retail's cyl actually fire `collides_with_sphere`?
+
+**Answer derivable from Q1 without running cdb: NO.** The retail dispatch
+unambiguously routes a closed-door + walking-player call to
+`CPartArray::FindObjCollisions` (the BSP path). The function
+`CCylSphere::collides_with_sphere` is reached only via the cyl-and-sphere
+path; that path is dead code for our scenario.
+
+A cdb trace would confirm zero hits on `CCylSphere::collides_with_sphere`
+for our scenario — but the decomp + ACE agreement is sufficient
+evidence to skip the trace. The branch condition is fully resolved by
+inspection.
+
+If we wanted defensive verification (recommended only if a fix attempt
+fails on first land), the live-trace recipe is:
+
+```
+bp acclient!CCylSphere::collides_with_sphere "r $t0=@$t0+1; gc"
+bp acclient!CPartArray::FindObjCollisions "r $t1=@$t1+1; gc"
+```
+
+Walk into the cottage door from outside for ~10 seconds. Expected:
+`@$t0 == 0` (cyl never tested), `@$t1` non-zero. This would settle
+the question definitively, but is not blocking the fix.
+
+---
+
+## Question 3 — Compare our ShadowShapeBuilder vs retail's Setup parsing
+
+**Retail STORES both cyl and BSP** for a door whose Setup has both.
+The cyl + sphere primitives live in `CPartArray::cylspheres` /
+`CPartArray::spheres`, the BSP is per-Part. Retail does not filter at
+the storage layer; it filters at the **dispatch** layer via the
+`HAS_PHYSICS_BSP_PS` flag.
+
+**Our `ShadowShapeBuilder.FromSetup`** at
+[`src/AcDream.Core/Physics/ShadowShapeBuilder.cs:41-110`](../../src/AcDream.Core/Physics/ShadowShapeBuilder.cs)
+does the same — emits both a Cylinder shape and per-Part BSP shapes
+for Setup `0x020019FF`. **This is correct.** The bug isn't in
+registration; it's in dispatch.
+
+**Where we diverge:**
+
+| Step | Retail | Acdream |
+|---|---|---|
+| Storage | One `CPartArray` per `CPhysicsObj`; cyls + spheres + BSP parts all stored | Flat `ShadowEntry` rows in `_cells[cellId]`; one row per shape, no per-entity grouping at the cell layer |
+| Dispatch trigger | `CPhysicsObj::FindObjCollisions` called once per shadow object (per-cell iteration) | `Transition.FindObjCollisions` iterates every `ShadowEntry` in `nearbyObjs` |
+| Cyl-vs-BSP branch | Binary on `state & 0x10000` | None — every shape is tested |
+| Effect on door | Only BSP tested → clean slab-normal slide | Cyl tested first → radial-normal drives slide into slab |
+
+**Critical observation:** The retail state bit is already on every
+acdream `ShadowEntry.State` (uint field), populated at
+[`GameWindow.cs:3156`](../../src/AcDream.App/Rendering/GameWindow.cs:3156)
+from `spawn.PhysicsState ?? 0u` — ACE delivers it on the wire.
+Confirmed via direct check: the door test fixtures
+([`DoorBugTrajectoryReplayTests.cs:61`](../../tests/AcDream.Core.Tests/Physics/DoorBugTrajectoryReplayTests.cs:61),
+[`DoorCollisionApparatusTests.cs:371`](../../tests/AcDream.Core.Tests/Physics/DoorCollisionApparatusTests.cs:371))
+all seed the door with `0x10008u` (= `STATIC_PS | REPORT_COLLISIONS_PS |
+HAS_PHYSICS_BSP_PS`). The bit is available — we just don't read it.
+
+---
+
+## Mapping to the three fix options
+
+| Option | Retail-faithful? | Verdict |
+|---|---|---|
+| **#1 — BSP-first per-entity test order** | NO. Retail isn't "BSP-first"; it's "BSP-only when 0x10000 set." Per-entity ordering would also test the cyl for tree trunks (no BSP) which is correct — but would still test the cyl for doors, which retail doesn't. | Reject. |
+| **#2 — Port retail's per-physobj dispatch** | **YES.** This is exactly what retail does. The handoff's scoping ("touches many files; large change") was based on a misread of what Option 2 requires — it does NOT require restructuring `ShadowObjectRegistry` to group shapes by entity. The retail check is per-shape on a state flag already present. | **RECOMMENDED.** ~15 LOC at the per-entry dispatch site. |
+| **#3 — Door-cyl-as-informational (skip cyl registration when entity has BSP)** | NO. Retail STORES both shapes in `CPartArray` — registration includes both. Filtering at registration would diverge from retail's data model and risk breaking missile / PvP paths that need the cyl. | Reject. |
+
+The handoff's option-2 worry about "restructure `ShadowObjectRegistry`
+to group shapes by entity" is overengineered. The retail check is
+local to each shape's `ShadowEntry.State`:
+
+```text
+For each ShadowEntry obj in nearbyObjs:
+ if obj is BSP and (obj.State & HAS_PHYSICS_BSP_PS) is unset, skip (impossible — BSP entries on entities WITH 0x10000 don't need a check; we just need to ensure they DO fire)
+ if obj is Cylinder/Sphere and (obj.State & HAS_PHYSICS_BSP_PS) is SET and not pvp-target and not missile-ignored, skip
+```
+
+Effectively: **suppress cyl/sphere tests when the entity has BSP.**
+Implemented as a single `continue` guard inside the existing loop at
+[`TransitionTypes.cs:2313`](../../src/AcDream.Core/Physics/TransitionTypes.cs:2313).
+No data-structure change. No grouping pass. No new fields.
+
+---
+
+## Recommended next step
+
+**Approve the implementation of a retail-binary dispatch** at the
+per-entry site in `Transition.FindObjCollisions`. The fix has these
+properties:
+
+1. **Site:** [`src/AcDream.Core/Physics/TransitionTypes.cs:2313`](../../src/AcDream.Core/Physics/TransitionTypes.cs:2313)
+ (the `if (obj.CollisionType == ShadowCollisionType.BSP) ... else ...`
+ dispatch).
+2. **Guard:** add a continue at the cyl/sphere branch when
+ `(obj.State & HasPhysicsBspPs) != 0 && !isPvpTarget && !missileIgnore`.
+ For M1.5 polish we can treat both `isPvpTarget` and `missileIgnore`
+ as `false` (no PK, no missiles in scope) and add `// TODO: wire
+ when PK / missiles ship` comments. The simplified guard is
+ `(obj.State & 0x10000u) != 0`.
+3. **Companion constant:** add `HasPhysicsBsp = 0x10000u` to
+ `PhysicsStateFlags` ([`PhysicsBody.cs:25-43`](../../src/AcDream.Core/Physics/PhysicsBody.cs:25)) —
+ it's currently absent. Naming matches both retail (`HAS_PHYSICS_BSP_PS`)
+ and ACE (`HasPhysicsBSP`).
+4. **Existing tests that would change outcome under the fix:**
+ - [`DoorCollisionApparatusTests.Apparatus_Grounded_50cmOffCenter_FrontApproach_DocumentsBug`](../../tests/AcDream.Core.Tests/Physics/DoorCollisionApparatusTests.cs:213)
+ is in "documents the bug" form — its header comment at lines
+ 285-298 explicitly says "When the fix lands, flip this to
+ `Assert.True(blocked)`." Fix lands → invert assertion in same
+ commit.
+ - Apparatus dead-center + back-approach tests — should remain
+ PASS (BSP still fires).
+ - `DoorBugTrajectoryReplayTests` LiveCompare tests — should
+ remain PASS (BSP-only behavior is closer to live capture).
+ - `CellarUpTrajectoryReplayTests.LiveCompare_FirstCap_FixClosesCottageFloorCap`
+ — unrelated path (#98 cottage-floor cap). Unaffected.
+ - `BSPQueryTests.FindCollisions_Path5_*` — unrelated; tests
+ `BSPQuery` internals not dispatch. PASS.
+ - `CellTransitTests.A6P5_*` — unrelated. PASS.
+
+5. **Risks:**
+ - **Foot-slipping for small entities on the door cyl.** Retail
+ doesn't have this concern because retail's cyl isn't tested on
+ the door for the standard mover either — so we won't regress
+ anything that retail does. If a future fix needs cyl-vs-cyl for
+ a small dynamic entity (e.g. a chicken bumping the door), that's
+ a separate problem solved per `MISSILE_PS` / `ebp_1` rules, which
+ ours already approximate via `CollisionExemption`.
+ - **Other entities with `0x10000`.** Cottage walls (the static
+ landblock GfxObj `0xA9B47900`) likely have `HAS_PHYSICS_BSP_PS`
+ and only register BSP shapes (no cyl) — fix is a no-op there.
+ NPCs and players have no BSP, no `0x10000`, so the cyl path
+ continues firing for them — desired.
+ - **Verification:** run the existing test list from the handoff
+ (14 tests) post-fix; rerun live launch with all three probes;
+ expect zero `[cyl-test] obj=0x000F4245` lines in the log.
+
+---
+
+## Verification plan (post-fix)
+
+When the fix lands, a single live launch + 14-test green list is
+sufficient verification. The `door-a6p6-v2.utf8.log` showed:
+
+- 117 `hit=yes obj=0x000F4245` resolves
+- 350 `[cyl-test] result=Slid` (across all entities)
+- 12 phantom `cn=(0.86, 0.51, 0)` resolves attributed to the door
+
+Post-fix expectation in an equivalent capture:
+- Door cyl-test count attributed to `obj=0x000F4245`: **0**
+- Door BSP `[bsp-test]` calls: unchanged or slightly higher (no
+ cyl short-circuit)
+- `cn=(0.86, 0.51, 0)` phantom on the door: **0**
+- Visual confirmation: smooth slide along door slab face from
+ NE/SE approach.
+
+---
+
+## What this is NOT
+
+- This is **NOT** a recommendation to restructure `ShadowObjectRegistry`.
+ The flat per-cell list is fine. The retail check is per-shape, not
+ per-entity.
+- This is **NOT** an Option 1 ("BSP-first ordering") fix. Retail does
+ binary selection, not reordering.
+- This is **NOT** an Option 3 ("don't register cyl") fix. Retail
+ registers both shapes.
+- This is **NOT** related to A6.P6's `CCylSphere::step_sphere_up`
+ port (commit `3d4e63f`). That port is correct — it just doesn't
+ fire for the door because the cyl is never reached. A6.P6 remains
+ useful for non-door cylinders (tree trunks, rock pillars).
+- This is **NOT** related to the cdb workflow being insufficient — we
+ could trace it for confirmation but the decomp + ACE agreement makes
+ inspection sufficient.
+- **The cottage-floor cap (#98) is unrelated.** This bug is in entity
+ collision dispatch; #98 is in cell BSP / GfxObj polygon evaluation.
+
+---
+
+## Citations
+
+| Source | Line(s) | What |
+|---|---|---|
+| `docs/research/named-retail/acclient.h` | 2815-2843 | `enum PhysicsState` — `HAS_PHYSICS_BSP_PS = 0x10000` at 2833 |
+| `docs/research/named-retail/acclient_2013_pseudo_c.txt` | 276776-276996 | `CPhysicsObj::FindObjCollisions` |
+| `docs/research/named-retail/acclient_2013_pseudo_c.txt` | 276861 | Binary dispatch branch |
+| `docs/research/named-retail/acclient_2013_pseudo_c.txt` | 276808-276841 | `ebp_1` (PvP-target-player flag) setup |
+| `docs/research/named-retail/acclient_2013_pseudo_c.txt` | 274385-274410 | `OBJECTINFO::missile_ignore` |
+| `references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs` | 381-454 | ACE's `FindObjCollisions` |
+| `references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs` | 412-450 | ACE's binary dispatch (cleaner names) |
+| `references/ACE/Source/ACE.Entity/Enum/PhysicsState.cs` | 14, 24 | ACE's `Missile = 0x40` + `HasPhysicsBSP = 0x10000` |
+| `src/AcDream.Core/Physics/TransitionTypes.cs` | 2189-2521 | Our `FindObjCollisions` |
+| `src/AcDream.Core/Physics/TransitionTypes.cs` | 2313 | Our per-shape dispatch site |
+| `src/AcDream.Core/Physics/ShadowShapeBuilder.cs` | 41-110 | Our `FromSetup` (emits both shapes — correct) |
+| `src/AcDream.App/Rendering/GameWindow.cs` | 3156 | Where `spawn.PhysicsState` lands on `ShadowEntry.State` |
+| `src/AcDream.Core/Physics/ShadowObjectRegistry.cs` | 587 | `ShadowEntry.State : uint` field |
+| `src/AcDream.Core/Physics/PhysicsBody.cs` | 25-43 | `PhysicsStateFlags` (currently missing `HasPhysicsBsp`) |
+| `tests/AcDream.Core.Tests/Physics/DoorCollisionApparatusTests.cs` | 213, 285-298 | The "documents the bug" fixture; flip-assertion guidance |
diff --git a/src/AcDream.Core/Physics/PhysicsBody.cs b/src/AcDream.Core/Physics/PhysicsBody.cs
index 753db36..67882f0 100644
--- a/src/AcDream.Core/Physics/PhysicsBody.cs
+++ b/src/AcDream.Core/Physics/PhysicsBody.cs
@@ -32,6 +32,19 @@ public enum PhysicsStateFlags : uint
Gravity = 0x00000400, // bit 10 — apply downward gravity
Hidden = 0x00001000,
///
+ /// A6.P7 (2026-05-25): retail HAS_PHYSICS_BSP_PS bit
+ /// (acclient.h:2833). When set, the entity exposes a per-Setup
+ /// BSP collision mesh; retail's
+ /// CPhysicsObj::FindObjCollisions at
+ /// acclient_2013_pseudo_c.txt:276861 dispatches the entity's
+ /// collision queries to the BSP path EXCLUSIVELY for non-PvP,
+ /// non-missile movers — the foot cylinder and per-Setup spheres
+ /// are NEVER tested in this case. Closed cottage doors have
+ /// state 0x10008 (STATIC | REPORT_COLLISIONS | HAS_PHYSICS_BSP).
+ /// ACE name: PhysicsState.HasPhysicsBSP.
+ ///
+ HasPhysicsBsp = 0x00010000, // bit 16 — retail HAS_PHYSICS_BSP_PS
+ ///
/// L.3a (2026-04-30): retail INELASTIC_PS bit (acclient.h:2834).
/// When set, wall-collisions zero the velocity instead of reflecting.
/// Used by spell projectiles and missiles that should embed/explode on
diff --git a/src/AcDream.Core/Physics/TransitionTypes.cs b/src/AcDream.Core/Physics/TransitionTypes.cs
index f514046..eb93665 100644
--- a/src/AcDream.Core/Physics/TransitionTypes.cs
+++ b/src/AcDream.Core/Physics/TransitionTypes.cs
@@ -586,6 +586,58 @@ public sealed class Transition
private static bool DumpEdgeSlideEnabled =>
Environment.GetEnvironmentVariable("ACDREAM_DUMP_EDGE_SLIDE") == "1";
+ // -----------------------------------------------------------------------
+ // A6.P7 (2026-05-25) — retail-binary dispatch rule
+ // -----------------------------------------------------------------------
+
+ ///
+ /// A6.P7 retail-binary dispatch predicate. Returns true when an
+ /// entity's collision queries should go to its BSP exclusively,
+ /// skipping the cyl/sphere shapes.
+ ///
+ ///
+ /// Mirrors the dispatch branch in retail's
+ /// CPhysicsObj::FindObjCollisions at
+ /// docs/research/named-retail/acclient_2013_pseudo_c.txt:276861:
+ ///
+ /// if (((state & 0x10000) == 0 || ebp_1 != 0) || eax_12 != 0)
+ /// // cyl + sphere iteration
+ /// else
+ /// // BSP-only via CPartArray::FindObjCollisions
+ ///
+ /// where ebp_1 is the PvP-target-player flag (lines 276808-
+ /// 276841) and eax_12 is the OBJECTINFO::missile_ignore
+ /// result (line 274385). The flag is named
+ /// HAS_PHYSICS_BSP_PS = 0x10000 in acclient.h:2833 and
+ /// PhysicsState.HasPhysicsBSP in ACE
+ /// (references/ACE/Source/ACE.Entity/Enum/PhysicsState.cs:24).
+ ///
+ ///
+ ///
+ /// M1.5 scope (walking-vs-static, no PK, no missiles) treats both
+ /// ebp_1 and eax_12 as false. The predicate
+ /// reduces to (state & HAS_PHYSICS_BSP_PS) != 0. When
+ /// PK ships (M2+ phase) and missiles ship (F.3), wire the
+ /// PvP-exemption and missile_ignore checks through as additional
+ /// parameters following retail's
+ /// references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs:412
+ /// dispatch shape.
+ ///
+ ///
+ ///
+ /// Investigation:
+ /// docs/research/2026-05-25-a6-door-cyl-retail-dispatch-investigation.md.
+ ///
+ ///
+ /// The collision target entity's raw
+ /// PhysicsState value (as stored on
+ /// ShadowEntry.State).
+ /// True when retail would dispatch BSP-only — i.e. when
+ /// the entity has HAS_PHYSICS_BSP_PS set; cyl/sphere shapes
+ /// must be skipped at the per-entry dispatch site.
+ public static bool BspOnlyDispatch(uint entityState)
+ => (entityState & (uint)PhysicsStateFlags.HasPhysicsBsp) != 0;
+
// -----------------------------------------------------------------------
// Public entry point
// -----------------------------------------------------------------------
@@ -2383,6 +2435,36 @@ public sealed class Transition
// ACE: Sphere.IntersectsSphere handles CylSphere objects via
// the same 6-path dispatcher. For now we keep the swept-sphere
// cylinder test which matches the retail CylSphere behavior.
+
+ // A6.P7 (2026-05-25) — retail-binary dispatch. Retail's
+ // CPhysicsObj::FindObjCollisions at
+ // acclient_2013_pseudo_c.txt:276861 dispatches BSP-only
+ // when HAS_PHYSICS_BSP_PS (0x10000) is set on the entity
+ // (and the mover isn't a PvP-eligible player or
+ // missile-ignored). Cottage doors carry the flag in their
+ // state (0x10008), so retail tests their slab BSP
+ // exclusively — the foot cyl is never tested. Without
+ // this guard, our dispatcher iterated cyl FIRST (it's
+ // registered before the BSP shape) and its radial normal
+ // contaminated the slide direction at NE/SE approach
+ // headings, producing the "stuck on door" phantom in
+ // door-a6p6-v2.utf8.log. See investigation at
+ // docs/research/2026-05-25-a6-door-cyl-retail-dispatch-investigation.md.
+ //
+ // M1.5 scope: PvP exemption (ebp_1) and missile_ignore
+ // (eax_12) are treated as false. Wire them through when
+ // PK / missiles ship — matches retail's full predicate
+ // at line 276861.
+ if (BspOnlyDispatch(obj.State))
+ {
+ if (PhysicsDiagnostics.ProbeBuildingEnabled)
+ {
+ Console.WriteLine(System.FormattableString.Invariant(
+ $"[cyl-skip-bsp] obj=0x{obj.EntityId:X8} state=0x{obj.State:X8} — HAS_PHYSICS_BSP_PS dispatches BSP-only"));
+ }
+ continue;
+ }
+
result = CylinderCollision(obj, sp, engine);
// A6.P4 door investigation (2026-05-24): log every Cylinder
diff --git a/tests/AcDream.Core.Tests/Physics/A6P7DispatchRulesTests.cs b/tests/AcDream.Core.Tests/Physics/A6P7DispatchRulesTests.cs
new file mode 100644
index 0000000..2bcb4e8
--- /dev/null
+++ b/tests/AcDream.Core.Tests/Physics/A6P7DispatchRulesTests.cs
@@ -0,0 +1,78 @@
+using AcDream.Core.Physics;
+using Xunit;
+
+namespace AcDream.Core.Tests.Physics;
+
+///
+/// A6.P7 (2026-05-25) — retail-binary dispatch rule. Retail's
+/// CPhysicsObj::FindObjCollisions at
+/// docs/research/named-retail/acclient_2013_pseudo_c.txt:276861
+/// dispatches BINARILY between "BSP-only" and "cyl + sphere" based on
+/// the HAS_PHYSICS_BSP_PS flag (bit 16, hex 0x10000) in
+/// PhysicsState. The flag is defined in
+/// docs/research/named-retail/acclient.h:2833 and mirrored in
+/// ACE at references/ACE/Source/ACE.Entity/Enum/PhysicsState.cs:24
+/// as HasPhysicsBSP = 0x00010000.
+///
+///
+/// For non-PvP, non-missile movers (M1.5 scope — walking-vs-static), an
+/// entity with HAS_PHYSICS_BSP_PS in its state tests its BSP exclusively
+/// — the foot cyl is NEVER tested. The closed cottage door (state
+/// 0x10008 = STATIC | REPORT_COLLISIONS | HAS_PHYSICS_BSP)
+/// hits this branch.
+///
+///
+///
+/// Pre-A6.P7: our dispatcher iterates every ShadowEntry
+/// independently and tests both the cyl AND the BSP for a door. The
+/// cyl's radial normal contaminates the slide direction at NE/SE
+/// approach headings (see
+/// docs/research/2026-05-25-a6-door-cyl-retail-dispatch-investigation.md).
+///
+///
+///
+/// Post-A6.P7: the dispatcher consults
+/// on each cyl/sphere
+/// entry and skips it when the entity has BSP, matching retail.
+///
+///
+public class A6P7DispatchRulesTests
+{
+ ///
+ /// Retail bit constant HAS_PHYSICS_BSP_PS = 0x10000
+ /// (acclient.h:2833) and ACE's HasPhysicsBSP = 0x00010000
+ /// (PhysicsState.cs:24) must match the value we expose on
+ /// .
+ ///
+ [Fact]
+ public void PhysicsStateFlags_HasPhysicsBsp_Is_Bit_16()
+ {
+ Assert.Equal(0x00010000u, (uint)PhysicsStateFlags.HasPhysicsBsp);
+ }
+
+ ///
+ /// The dispatch predicate maps directly from retail's branch at
+ /// acclient_2013_pseudo_c.txt:276861:
+ ///
+ /// ((state & 0x10000) == 0 || ebp_1 != 0 || eax_12 != 0)
+ /// → cyl + sphere path
+ /// else
+ /// → BSP-only path
+ ///
+ /// For M1.5 scope ebp_1 (PvP-target-player) and eax_12
+ /// (missile_ignore) are treated as false. The predicate reduces to:
+ /// "BSP-only iff HAS_PHYSICS_BSP_PS is set".
+ ///
+ [Theory]
+ [InlineData(0x00010008u, true)] // closed cottage door — STATIC | REPORT | HAS_BSP
+ [InlineData(0x00010000u, true)] // bare HAS_BSP
+ [InlineData(0x00110000u, true)] // HAS_BSP | CLOAKED
+ [InlineData(0x00000008u, false)] // creature — REPORT_COLLISIONS only
+ [InlineData(0x00000000u, false)] // empty state
+ [InlineData(0x0000FFFFu, false)] // every bit BELOW 0x10000 set
+ public void BspOnlyDispatch_RespectsHasPhysicsBspFlag(
+ uint entityState, bool expected)
+ {
+ Assert.Equal(expected, Transition.BspOnlyDispatch(entityState));
+ }
+}