fix #137 (mechanism 2): BSP full-hit stubs leaked sliding normals — the corridor absorbing wedge
The Facility Hub corridor dead-stop's second half: after one seam hit, every forward resolve returned ok=False hit=no with zero advance. The body-persisted SlidingNormal (-1,0,0) projected the exactly-anti-parallel corridor push to zero in AdjustOffset and the step loop aborted at step 0 before any collision test could refresh the state. Audit (docs/research/2026-07-06-137-sliding-normal-lifecycle-audit.md): retail's only in-transition sliding-normal writer is validate_transition (0x0050ac21); the whole sphere/BSP layer writes NONE (grep-verified), and the body persistence (SetPositionInternal 0x005154c2, SLIDING_TS bit sync 0x005154e1) runs only on transition success. Our BSPQuery Contact-branch full-hit responses were stubs (SetCollisionNormal + SetSlidingNormal + return Slid) where retail dispatches the real slide_sphere — so the seam hit (a SUCCESSFUL full-advance resolve per the live log) persisted the phantom wall's normal, which retail's lifecycle structurally cannot do. - BSPQuery Contact foot full-hit fallback + head full-hit now route through Transition.SlideSphereInternal (CSphere::slide_sphere 0x00537440 — in-frame slide, no sliding-normal write; ACE BSPTree.cs:202,310-316). The dead stub is rewritten as the faithful BSPTREE::slide_sphere wrapper. - PhysicsEngine sliding writeback gated on ok (retail success-only placement; behaviorally latent, removes the failed-frame leak class). - Register: TS-4 amended (Path-6 steep-tangent sites still write the normal — now documented), TS-45 added (SphereCollision's write — same leak class, left for a follow-up out of #171's blast radius). - Pins: Issue137SlidingNormalLifecycleTests — both site pins RED->GREEN, plus the retail persist/absorb/clear wall lifecycle (validate-write persistence, faithful absorbed anti-parallel frame, oblique escape clears the bit). BSPQueryTests full-hit pin updated to the real slide. Mechanism 1 (PortalSide portal polys solid in the physics set) stays OPEN - #137 not closed; the corridor re-test rides that session. Suites: Core 2545 / App 713 / UI 425 / Net 385, 0 failures. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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7 changed files with 474 additions and 31 deletions
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@ -1399,26 +1399,35 @@ public static class BSPQuery
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// -------------------------------------------------------------------------
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// slide_sphere — BSPTree level
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// ACE: BSPTree.cs slide_sphere
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// Retail: BSPTREE::slide_sphere (find_collisions Contact head-hit dispatch
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// at 0x0053a697). ACE: BSPTree.cs:310-316.
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// -------------------------------------------------------------------------
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/// <summary>
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/// BSPTree.slide_sphere — apply sliding collision response.
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/// BSPTree.slide_sphere — dispatch the real sphere-level slide
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/// (<c>CSphere::slide_sphere</c> 0x00537440, ported as
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/// <see cref="Transition.SlideSphereInternal"/>): slide IN-FRAME along the
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/// crease between the collision normal and the contact plane, applied to
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/// sphere 0's check position (ACE BSPTree.cs:315 —
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/// <c>GlobalSphere[0].SlideSphere(..., GlobalCurrCenter[0].Center)</c>).
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///
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/// <para>
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/// Sets the sliding normal on CollisionInfo so the outer transition loop
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/// applies a wall-slide projection.
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/// #137 mechanism 2 (2026-07-06): this was a stub that set
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/// <c>CollisionInfo.SlidingNormal</c> and returned Slid. Retail's BSP layer
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/// never writes the sliding normal — its only in-transition writer is
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/// <c>CTransition::validate_transition</c> (0x0050ac21) — so the stub's
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/// leaked normal survived to the body writeback and absorbed the next
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/// frame's exactly-anti-parallel offset: the Facility Hub corridor
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/// phantom's dead-stop half (ISSUES #137).
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/// </para>
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///
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/// <para>ACE: BSPTree.cs slide_sphere — calls GlobalSphere[0].SlideSphere.</para>
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/// </summary>
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/// <param name="worldNormal">Collision normal already in world space (the
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/// call sites apply L2W; ACE globalizes inside slide_sphere instead).</param>
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private static TransitionState SlideSphere(
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Transition transition,
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Vector3 collisionNormal)
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{
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transition.CollisionInfo.SetSlidingNormal(collisionNormal);
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return TransitionState.Slid;
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}
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Vector3 worldNormal)
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=> transition.SlideSphereInternal(
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worldNormal, transition.SpherePath.GlobalCurrCenter[0].Origin);
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// -------------------------------------------------------------------------
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// collide_with_pt — BSPTree level
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@ -1894,11 +1903,14 @@ public static class BSPQuery
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if (engine is not null && !path.StepUp && !path.StepDown)
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return StepSphereUp(transition, worldNormal, engine);
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// No engine OR step-up/step-down already in progress — fall
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// back to wall-slide.
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collisions.SetCollisionNormal(worldNormal);
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collisions.SetSlidingNormal(worldNormal);
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return TransitionState.Slid;
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// No engine OR step-up/step-down already in progress — the
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// real slide response. Retail: a blocked step-up funnels to
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// SPHEREPATH::step_up_slide → CSphere::slide_sphere (ACE
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// SpherePath.cs:316); the slide records the collision normal
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// itself and never writes the sliding normal (#137 mechanism
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// 2 — the old SetSlidingNormal stub here leaked a normal that
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// wedged the next frame's forward offset).
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return SlideSphere(transition, worldNormal);
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}
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// Sphere 0 didn't fully hit. Per retail, the head-sphere test AND
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@ -1937,9 +1949,10 @@ public static class BSPQuery
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PhysicsDiagnostics.LastBspHitPoly = hitPoly1;
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var worldNormal = L2W(hitPoly1!.Plane.Normal);
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collisions.SetCollisionNormal(worldNormal);
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collisions.SetSlidingNormal(worldNormal);
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return TransitionState.Slid;
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// Retail head-sphere full hit → BSPTREE::slide_sphere
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// (0x0053a697; ACE BSPTree.cs:202) — the real in-frame
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// slide, no sliding-normal write (#137 mechanism 2).
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return SlideSphere(transition, worldNormal);
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}
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// Sphere 1 (head) near-miss → neg_poly_hit, neg_step_up = false → outer slide.
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@ -1085,16 +1085,27 @@ public sealed class PhysicsEngine
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body.WalkableVertices = null;
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}
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if (ci.SlidingNormalValid
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&& ci.SlidingNormal.LengthSquared() > PhysicsGlobals.EpsilonSq)
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// Retail persists sliding state to the body ONLY on transition
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// SUCCESS: CPhysicsObj::SetPositionInternal copies the normal at
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// 0x005154c2 and syncs SLIDING_TS (bit 4) from the transition's
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// final sliding_normal_valid at 0x005154e1 — and SetPositionInternal
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// is unreachable when find_valid_position fails (the transition is
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// discarded whole; the body keeps its prior state). #137 mechanism
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// 2: an unconditional writeback here could persist a normal retail
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// would discard.
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if (ok)
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{
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body.SlidingNormal = ci.SlidingNormal;
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body.TransientState |= TransientStateFlags.Sliding;
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}
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else
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{
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body.SlidingNormal = Vector3.Zero;
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body.TransientState &= ~TransientStateFlags.Sliding;
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if (ci.SlidingNormalValid
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&& ci.SlidingNormal.LengthSquared() > PhysicsGlobals.EpsilonSq)
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{
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body.SlidingNormal = ci.SlidingNormal;
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body.TransientState |= TransientStateFlags.Sliding;
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}
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else
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{
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body.SlidingNormal = Vector3.Zero;
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body.TransientState &= ~TransientStateFlags.Sliding;
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}
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}
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// L.4 retail-strict (2026-04-30): apply OBJECTINFO::kill_velocity.
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