fix(physics): #345 — a grounded mover glides along a too-steep face; validate_walkable's return is scoped as retail's bytes scope it
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Retail's OBJECTINFO::validate_walkable @0x0050d010 initializes its
return slot to OK (0x0050d025) and assigns ADJUSTED only inside the
below-plane guard, immediately after the push executes (0x0050d249).
The guard-fail path — grounded, OnWalkable, plane too steep — jumps
past the contact write, the push, and the assignment (0x0050d1b9 ->
0x0050d251): retail deliberately IGNORES the steep plane at primary
validation so the insert proceeds, the step-down phase fails on the
steep landing, and the edge family produces the per-tick lateral
glide. ACE flattened this into an unconditional return Adjusted
(ObjectInfo.cs:169) and we inherited it; our TransitionalInsert then
retried the byte-identical Adjusted forever — the user's
stop-instead-of-slide.

Evidence chain: the user's retail observation (the axiom), the live
cdb glide profile (edge_slide/cliff_slide 594 each in lockstep,
step_up 0), the D0 implementer's correct STOP (fixtures reproduced
the stuck fingerprint while faithfully executing the ACE-shaped
reading — refuting the reading, not the code), and the capstone
byte-decode both Opus reviewers re-derived independently, including
the stack-slot frame arithmetic and every ret site's eax.

The conformance fixture is the live topology: flat and steep terrain
triangles sharing ONE cell's diagonal (a cell-boundary face does NOT
reproduce the loop — the cell-scoped primary sample never validates a
neighbour's triangle — and is pinned as supplementary). Sabotage:
restoring the unconditional Adjusted reds the discriminator with the
exact stuck position (0.325 m lateral, 28/30 stuck ticks vs 2.602 m /
14/30 fixed; reviewer B's independent five-angle table is monotone
10-85 degrees). Stuck ticks are counted from positions so the
assertion survives the eventual probe strip.

In-game glide gate PASSED 2026-08-08: "Well it works, we are sliding.
I cant detect any speed change from retail."

Filed alongside: #347 + AD-70 (our glide alternates arm/move at half
retail's per-tick rate — retail redirects within the tick; next up by
user direction), AD-71 (the guard's mutable WalkableAllowance operand
vs retail's fixed is_valid_walkable global — now return-value-bearing),
and the reviewers' named residuals in the #345 closure entry
(placement-arm flip, other-cell coverage gap, EdgeSlide-less
projectiles, ACE's server-side shared misport predicting remote
drift-then-snap on steep terrain). The unported IsViewer arm of
validate_walkable is noted in the D0 doc.

Suite: clean-room complete solution 11,271 passed / 4 skipped / 0
failed; Core assembly re-run green after the review-driven test
hardening.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-07 13:32:51 +02:00
parent 7542cfd3c2
commit ab89ebdf92
5 changed files with 413 additions and 5 deletions

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@ -158,9 +158,76 @@ resolution.
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## #345 — Walking angled into a too-steep slope: 100% of input eaten with an UP collision normal, no slide
## #347 — Steep-slope glide runs at HALF retail's rate: arm/move alternation instead of within-tick redirect
**Status:** OPEN — HIGH (user-felt, capture-backed). **A/B COMPLETE, same
**Status:** OPEN — MEDIUM (behavioral residual of the #345 fix, trace-backed).
With #345 fixed, the glide works but alternates in a strict two-tick cycle:
the arming tick absorbs the whole request while the edge response sets the
sliding normal ((0.707,-0.707,0) on the conformance fixture), and only the
NEXT tick's `AdjustOffset` pre-projection consumes it and moves (+0.115,
+0.115 per moving tick on the 45-degree fixture) — then the clean move
clears the normal and the cycle repeats. Fixture trace: 14 of 30 post-
crossing ticks stuck, positions advancing every other tick
(`Issue345SteepSlopeGlideTests` + the deleted Scratch345 dump, 2026-08-08).
Retail instead redirects WITHIN the tick: the live cdb profile
(`345-retail-glide.cdb.log`) fired `edge_slide`/`cliff_slide` 594 times
EACH in lockstep with `set_sliding_normal` 538 over a ~15 s glide — every
30 Hz tick, which an alternation would halve — so retail's
`transitional_insert` re-enters the redirected offset in the SAME
transition and yields motion every tick. Ours ends the transition on the
arming tick with zero yield. The fix lives in the edge-family response
semantics (`EdgeSlideAfterStepDownFailed` and the insert's continuation
after an applied edge constraint) — deliberately NOT touched by the #345
landing (fresh AD-66 in the same block; the Campaign S response-layer
landings all user-gated). Net user-visible effect: gliding along a steep
face at ~half retail's lateral speed; direction and angle-scaling correct.
If the #345 in-game gate reports "slides but slower than retail," this is
the mechanism, already filed.
## #345 — Walking angled into a too-steep slope: 100% of input eaten with an UP collision normal, no slide — CLOSED 2026-08-08 (in-game glide gate PASSED: "Well it works, we are sliding. I cant detect any speed change from retail")
**Dual Opus review verdicts: CONFIRMED-FAITHFUL (conformance, independent
byte re-decode incl. the stack-slot frame arithmetic and every ret site) and
SAFE (blast radius, truth-table instrumented: exactly one row moves; the
placement/teleport family proven immune via mover-flag grep + the
RuntimeSetPositionMoverPreparationTests pin; independent five-angle sabotage
table, monotone angle→lateral 10°85°). Named non-blocking residuals, all
retail-consistent or filed: the placement-arm REJECT→ACCEPT flip at
DoStepDown's final insert and the Collide-branch re-test (retail's
validate_walkable is insert-type-agnostic — same behavior, untested
topology); the other-cell ValidateWalkable site has zero fixture coverage
(a neighbouring-cell steep fixture would close it); projectiles (no
EdgeSlide flag) resting on a steep face commit below-plane instead of
pushing out (retail-mover-agnostic, narrow); and ACE SHARES the misport
server-side, so NPCs/remotes may show lateral drift-then-snap at steep
terrain until the next UpdatePosition — name that mechanism before
misdiagnosing any future remote-prediction report. AD-71 (mutable
WalkableAllowance operand) filed the same session.**
**FIX (one conditional return, byte-proven):** retail's
`OBJECTINFO::validate_walkable` @0x0050d010 initializes its return slot to
OK (`0x0050d025: mov [esp+0xc], 1`) and assigns ADJUSTED only INSIDE the
below-plane guard, immediately after the push executes (`0x0050d249`,
after `add_offset_to_check_pos`). The guard-fail path — grounded mover,
OnWalkable, plane too steep (`0x0050d1b9 je 0x50d251`) — skips the
contact write, the push, AND the Adjusted assignment: retail returns OK
and simply IGNORES the steep plane at primary validation, letting the
insert proceed so the step-down phase fails and the edge family produces
the glide. ACE flattened this into an unconditional `return Adjusted`
(`ObjectInfo.cs:169`) and we inherited it — the dead loop was our
`TransitionalInsert` retrying the byte-identical Adjusted forever.
`ValidateWalkable`'s below-plane arm now scopes the return exactly as the
bytes do. Evidence chain: the live cdb glide profile (594 edge/cliff
lockstep, step_up=0), the capstone byte-decode
(`docs/research/2026-08-08-345-d0-branch-pin.md`), the D0 implementer's
correct STOP (synthetic fixtures reproduced the stuck fingerprint while
faithfully executing the ACE-shaped reading — refuting the reading, not
the code), and the discriminating conformance fixture (in-cell diagonal
split, flat+steep triangles sharing one cell — sabotage red with the
exact stuck position; the cell-boundary topology does NOT discriminate
and is pinned as supplementary). Residual: #347 (half-rate alternation).
**Original report:** OPEN — HIGH (user-felt, capture-backed). **A/B COMPLETE, same
morning: PRE-EXISTING, not a campaign regression.** The pre-campaign binary
(d4e956b4, built in a throwaway worktree, same recorder, same slope, same
protocol) shows the identical signature — eleven consecutive 2-second windows