feat(phys L.2a slice 1): resolver + cell-transit probes (PhysicsDiagnostics)

New static `AcDream.Core.Physics.PhysicsDiagnostics` holds two
runtime-toggleable flags initialized from env vars:

- ACDREAM_PROBE_RESOLVE=1 — emit one [resolve] line per
  PhysicsEngine.ResolveWithTransition call: input/target/output
  position+cell, ok-vs-partial, grounded-in, contact-plane status,
  wall normal if hit, walkable-polygon valid, moving entity id.
- ACDREAM_PROBE_CELL=1 — emit one [cell-transit] line per
  PlayerMovementController.CellId change: old → new cell, current
  world position, reason tag (resolver / teleport).

Both also exposed as runtime-toggleable checkboxes in the DebugPanel
"Diagnostics" section. Unlike the existing four Dump-* checkboxes
(which only mirror sticky-at-startup env vars), the two new ones
forward directly to PhysicsDiagnostics — toggling on/off takes
effect on the next physics resolve, no relaunch.

Why now: L.2's plan-of-record (docs/plans/2026-04-29-movement-collision-
conformance.md) explicitly says "Land L.2a diagnostics first. Do not
make another physics change blind." This slice closes the most-load-
bearing gap in L.2a — a general-purpose probe on the resolver outcome
and a cell-transit log — so that later L.2b/c/d/e physics changes can
be evidence-driven instead of guessed. Foundation for the indoor /
dungeon walking trajectory (G.3 unblock).

Pure additive: when both flags are off (default), the probes collapse
to a single static-bool read per resolve, zero log cost. PlayerMovement
Controller's two CellId-mutation sites are now routed through a
private UpdateCellId(reason) helper for diag chokepoint.

Build green, 1032/1040 unit tests pass. The 8 failing tests are
pre-existing on the branch base (verified by stash-and-rerun);
none touch resolver or cell-transit code; all fail identically with
this slice stashed. Investigation deferred to a follow-up.

Refs: docs/plans/2026-04-29-movement-collision-conformance.md (L.2a
shipped-slice note added in same commit).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-12 17:19:05 +02:00
parent eab347d7e4
commit ebef82034e
6 changed files with 151 additions and 10 deletions

View file

@ -92,6 +92,35 @@ Goal: make every bad movement outcome explainable.
- Build real-DAT fixture capture for known walls, building ledges, rooftops, - Build real-DAT fixture capture for known walls, building ledges, rooftops,
slopes, landblock seams, and dungeon entrances. slopes, landblock seams, and dungeon entrances.
Current shipped slices:
- 2026-04-30: cdb + TTD retail-observer toolchain (`tools/pdb-extract/`,
`tools/ttd-record.ps1`, `tools/ttd-query.ps1`) with PDB pairing checker
and ring-buffer trace replay. The "retail observer harness" line item.
- 2026-04 (pre-L.2 rename): `ACDREAM_DUMP_MOVE_TRUTH` paired
outbound/server-echo dumper in `GameWindow` covers outbound packet
fields + server echo + correction delta with cell-id mismatch.
- Pre-L.2: scenario-specific dumps `ACDREAM_DUMP_MOTION`,
`ACDREAM_DUMP_STEEP_ROOF`, `ACDREAM_DUMP_STEPUP`,
`ACDREAM_DUMP_EDGE_SLIDE` for the codepaths hit during prior bug chases.
- 2026-05-12 (slice 1): general-purpose probes via new
`AcDream.Core.Physics.PhysicsDiagnostics` static class.
`ACDREAM_PROBE_RESOLVE` emits one `[resolve]` line per
`PhysicsEngine.ResolveWithTransition` call (input/output pos+cell,
ok-vs-partial, grounded-in, contact-plane status, wall normal if hit,
walkable polygon valid, moving entity id).
`ACDREAM_PROBE_CELL` emits one `[cell-transit]` line per
`PlayerMovementController.CellId` change with old→new + position +
reason tag (`resolver`/`teleport`). Both flippable live via the
DebugPanel "Diagnostics" section — checkbox toggles take effect on
the next resolve, no relaunch required.
Remaining L.2a work: contact-plane probe (general, not just steep-roof),
ShadowObjectRegistry hit log ("you collided with entity X"), water probe,
real-DAT fixture-capture pipeline, and folding the older sticky-at-startup
`ACDREAM_DUMP_*` flags into `PhysicsDiagnostics` for unified runtime
toggling.
### L.2b - Movement Wire / Contact Authority ### L.2b - Movement Wire / Contact Authority
Goal: stop sending movement packets that claim more certainty than the local Goal: stop sending movement packets that claim more certainty than the local

View file

@ -288,12 +288,29 @@ public sealed class PlayerMovementController
_motion.apply_current_movement(cancelMoveTo: false, allowJump: false); _motion.apply_current_movement(cancelMoveTo: false, allowJump: false);
} }
// L.2a slice 1 (2026-05-12): centralized CellId mutation so the
// [cell-transit] probe fires from a single chokepoint. Both the
// server-snap path (SetPosition) and the per-frame resolver path
// route through here. When PhysicsDiagnostics.ProbeCellEnabled is
// off this collapses to a single bool-compare + assignment — zero
// logging cost.
private void UpdateCellId(uint newCellId, string reason)
{
if (newCellId != CellId && PhysicsDiagnostics.ProbeCellEnabled)
{
var pos = _body.Position;
Console.WriteLine(System.FormattableString.Invariant(
$"[cell-transit] 0x{CellId:X8} -> 0x{newCellId:X8} pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3}) reason={reason}"));
}
CellId = newCellId;
}
public void SetPosition(Vector3 pos, uint cellId) public void SetPosition(Vector3 pos, uint cellId)
{ {
_body.Position = pos; _body.Position = pos;
_prevPhysicsPos = pos; _prevPhysicsPos = pos;
_currPhysicsPos = pos; _currPhysicsPos = pos;
CellId = cellId; UpdateCellId(cellId, "teleport");
// Treat as grounded after a server-side position snap. // Treat as grounded after a server-side position snap.
_body.TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable; _body.TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
@ -760,7 +777,7 @@ public sealed class PlayerMovementController
_wasAirborneLastFrame = !_body.OnWalkable; _wasAirborneLastFrame = !_body.OnWalkable;
CellId = resolveResult.CellId; UpdateCellId(resolveResult.CellId, "resolver");
// ── 6. Determine outbound motion commands ───────────────────────────── // ── 6. Determine outbound motion commands ─────────────────────────────
uint? outForwardCmd = null; uint? outForwardCmd = null;

View file

@ -0,0 +1,40 @@
using System;
namespace AcDream.Core.Physics;
/// <summary>
/// L.2a slice 1 (2026-05-12) — runtime-toggleable physics probe flags.
/// Initialized from env vars at process start; flippable at runtime via
/// the DebugPanel mirror (or by direct assignment). Log call sites read
/// these statics so a checkbox toggle takes effect on the next resolve
/// without relaunching.
///
/// <para>
/// Slice 1 ships <see cref="ProbeResolveEnabled"/> +
/// <see cref="ProbeCellEnabled"/>. Future slices may fold the older
/// <c>ACDREAM_DUMP_*</c> env vars into this class for unified runtime
/// toggling. Until then, those older flags remain sticky-at-startup
/// per their original implementation.
/// </para>
/// </summary>
public static class PhysicsDiagnostics
{
/// <summary>
/// When true, <see cref="PhysicsEngine.ResolveWithTransition"/> emits
/// one structured <c>[resolve]</c> line per call: input + target +
/// output position/cell, grounded state, contact-plane status,
/// collision-normal validity, walkable polygon status, moving entity
/// id. Initial state from <c>ACDREAM_PROBE_RESOLVE=1</c>.
/// </summary>
public static bool ProbeResolveEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_RESOLVE") == "1";
/// <summary>
/// When true, every change to <c>PlayerMovementController.CellId</c>
/// emits one <c>[cell-transit]</c> line: old → new cell, current
/// world position, reason tag (<c>resolver</c> / <c>teleport</c>).
/// Initial state from <c>ACDREAM_PROBE_CELL=1</c>.
/// </summary>
public static bool ProbeCellEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_CELL") == "1";
}

View file

@ -677,6 +677,28 @@ public sealed class PhysicsEngine
$"deltaXY=({dx:F3},{dy:F3}) cp={cpInfo}"); $"deltaXY=({dx:F3},{dy:F3}) cp={cpInfo}");
} }
// L.2a slice 1 (2026-05-12): general-purpose resolver probe.
// One line per call when PhysicsDiagnostics.ProbeResolveEnabled
// is set (env var ACDREAM_PROBE_RESOLVE=1 at startup, or the
// DebugPanel checkbox flipped at runtime). Captures every
// dimension L.2 cares about: input/output position, input/output
// cell, ok-vs-partial, grounded-in vs contact-out, contact-plane
// status, wall normal if hit, walkable polygon valid. Zero cost
// when off (one static-bool read).
if (PhysicsDiagnostics.ProbeResolveEnabled)
{
var probePost = sp.CheckPos;
string probeCp = ci.ContactPlaneValid
? "valid"
: (ci.LastKnownContactPlaneValid ? "lastKnown" : "none");
string probeHit = collisionNormalValid
? System.FormattableString.Invariant(
$"yes n=({collisionNormal.X:F2},{collisionNormal.Y:F2},{collisionNormal.Z:F2})")
: "no";
Console.WriteLine(System.FormattableString.Invariant(
$"[resolve] ent=0x{movingEntityId:X8} in=({currentPos.X:F3},{currentPos.Y:F3},{currentPos.Z:F3}) cell=0x{cellId:X8} tgt=({targetPos.X:F3},{targetPos.Y:F3},{targetPos.Z:F3}) out=({probePost.X:F3},{probePost.Y:F3},{probePost.Z:F3}) cell=0x{sp.CheckCellId:X8} ok={ok} groundedIn={isOnGround} cp={probeCp} hit={probeHit} walkable={sp.HasLastWalkablePolygon}"));
}
if (ok) if (ok)
{ {
bool onGround = ci.ContactPlaneValid bool onGround = ci.ContactPlaneValid

View file

@ -203,11 +203,17 @@ public sealed class DebugPanel : IPanel
bool dumpVitals = _vm.DumpVitals; bool dumpVitals = _vm.DumpVitals;
bool dumpOpcodes = _vm.DumpOpcodes; bool dumpOpcodes = _vm.DumpOpcodes;
bool dumpSky = _vm.DumpSky; bool dumpSky = _vm.DumpSky;
bool probeResolve = _vm.ProbeResolve;
bool probeCell = _vm.ProbeCell;
if (r.Checkbox("Dump motion (ACDREAM_DUMP_MOTION)", ref dumpMotion)) _vm.DumpMotion = dumpMotion; if (r.Checkbox("Dump motion (ACDREAM_DUMP_MOTION)", ref dumpMotion)) _vm.DumpMotion = dumpMotion;
if (r.Checkbox("Dump vitals (ACDREAM_DUMP_VITALS)", ref dumpVitals)) _vm.DumpVitals = dumpVitals; if (r.Checkbox("Dump vitals (ACDREAM_DUMP_VITALS)", ref dumpVitals)) _vm.DumpVitals = dumpVitals;
if (r.Checkbox("Dump opcodes (ACDREAM_DUMP_OPCODES)", ref dumpOpcodes)) _vm.DumpOpcodes = dumpOpcodes; if (r.Checkbox("Dump opcodes (ACDREAM_DUMP_OPCODES)", ref dumpOpcodes)) _vm.DumpOpcodes = dumpOpcodes;
if (r.Checkbox("Dump sky (ACDREAM_DUMP_SKY)", ref dumpSky)) _vm.DumpSky = dumpSky; if (r.Checkbox("Dump sky (ACDREAM_DUMP_SKY)", ref dumpSky)) _vm.DumpSky = dumpSky;
// L.2a slice 1 (2026-05-12): unlike the four above, these
// forward to PhysicsDiagnostics so a toggle takes effect live.
if (r.Checkbox("Probe resolve (ACDREAM_PROBE_RESOLVE)", ref probeResolve)) _vm.ProbeResolve = probeResolve;
if (r.Checkbox("Probe cell-transit (ACDREAM_PROBE_CELL)",ref probeCell)) _vm.ProbeCell = probeCell;
r.Spacing(); r.Spacing();

View file

@ -1,5 +1,6 @@
using System.Numerics; using System.Numerics;
using AcDream.Core.Combat; using AcDream.Core.Combat;
using AcDream.Core.Physics;
namespace AcDream.UI.Abstractions.Panels.Debug; namespace AcDream.UI.Abstractions.Panels.Debug;
@ -234,6 +235,32 @@ public sealed class DebugVM
/// <summary>Mirror of <c>ACDREAM_DUMP_SKY</c>.</summary> /// <summary>Mirror of <c>ACDREAM_DUMP_SKY</c>.</summary>
public bool DumpSky { get; set; } public bool DumpSky { get; set; }
// L.2a slice 1 (2026-05-12): unlike DumpMotion/Vitals/Opcodes/Sky
// above (which are display-only mirrors of sticky-at-startup env
// vars), these forward directly to the PhysicsDiagnostics statics,
// so checkbox toggles take effect on the next physics resolve.
/// <summary>
/// Runtime mirror of <c>PhysicsDiagnostics.ProbeResolveEnabled</c>
/// (env var <c>ACDREAM_PROBE_RESOLVE</c>). Toggling here flips the
/// resolver probe live — no relaunch required.
/// </summary>
public bool ProbeResolve
{
get => PhysicsDiagnostics.ProbeResolveEnabled;
set => PhysicsDiagnostics.ProbeResolveEnabled = value;
}
/// <summary>
/// Runtime mirror of <c>PhysicsDiagnostics.ProbeCellEnabled</c>
/// (env var <c>ACDREAM_PROBE_CELL</c>). Toggling here flips the
/// cell-transit probe live.
/// </summary>
public bool ProbeCell
{
get => PhysicsDiagnostics.ProbeCellEnabled;
set => PhysicsDiagnostics.ProbeCellEnabled = value;
}
// ── Action hooks invoked by panel buttons ────────────────────────── // ── Action hooks invoked by panel buttons ──────────────────────────
/// <summary> /// <summary>