docs(phase): Cluster A — partial ship + handoff
Cluster A's investigation pinned #86 (picker) as structural and closed it (Phase B). #84 and #85 both pinned on missing indoor cell tracking; Phase D promoted CellId via AABB containment which un-stuck the spawn-in-building case (closes #84 partially) but proved too tight for threshold/doorway cells to keep CellId indoor during normal walking. The proper fix is retail's portal-based cell traversal; filed as a new ISSUES.md issue (see body) for the follow-up phase. Phase E diagnostic infrastructure ([cell-cache] + extended [indoor-bsp]) stays in place as scaffolding for that work. ISSUES.md: #86 → Recently closed. #84 status updated to PARTIAL with resolution paragraph. #85 status update note added. New issue #87 filed for portal-based indoor cell tracking. Roadmap: Cluster A added to Recently shipped with partial-ship note. Forward entry added for the portal-traversal follow-up under Phase G. CLAUDE.md: current-phase paragraph updated to reflect Cluster A partial ship. Next phase deferred to Claude's choice in a future session. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -239,7 +239,7 @@ to the second floor without getting stuck.
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## #84 — Blocked by air indoors
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**Status:** OPEN
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**Status:** OPEN (partial fix 2026-05-19)
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**Severity:** HIGH (blocks indoor navigation)
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**Filed:** 2026-05-19
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**Component:** physics, collision
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@ -266,6 +266,20 @@ visible cell mesh. Possibilities:
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**Acceptance:** Walking through interior cell space hits collisions
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only where visible walls/furniture exist.
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**Resolution (2026-05-19 partial · `c19d6fb`):** Phase D of Cluster A
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extended `ResolveOutdoorCellId` in `PhysicsEngine.cs` with an indoor
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cell-containment scan: when the player's world position falls inside any
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cached EnvCell's AABB, `CellId` is promoted to that indoor cell, which
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enables the `FindEnvCollisions` indoor-BSP branch. This resolved the
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"spawn in building and be stuck above the floor" variant of #84 —
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player's CellId now promotes to the interior cell on spawn-in, the floor
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is walkable, and the player can move freely. The "invisible air obstacle"
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symptom for rooms the player walks INTO from outside is now superseded by
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the root cause in #87 (AABB containment is too tight for threshold/
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doorway cells to keep CellId promoted during normal walking). That
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remaining symptom will be resolved by the portal-based cell tracking
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fix.
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---
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## #85 — Pass through walls from outside→in
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@ -293,30 +307,65 @@ collision polys or per-poly back-face handling.
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**Acceptance:** Walking into an inn wall from outside collides; player
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must enter via the door portal.
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**Status update (2026-05-19):** The root cause is now pinned as the
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same failure as #84's remaining symptom — `CellId` isn't promoted to
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the indoor cell during normal outdoor→indoor walking because AABB
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containment is too tight for threshold/doorway cells. Without CellId
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in the indoor cell, the indoor-BSP collision branch in
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`FindEnvCollisions` never fires regardless of approach direction.
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See new issue #87 (portal-based indoor cell tracking) for the
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retail-faithful fix.
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---
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## #86 — Click selection penetrates walls
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## #87 — Indoor cell tracking uses AABB containment instead of portal traversal
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**Status:** OPEN
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**Severity:** MEDIUM
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**Severity:** HIGH
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**Filed:** 2026-05-19
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**Component:** input, interaction
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**Component:** physics
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**Description:** Clicking through a wall from the outside selects NPCs
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and objects inside the building. The `WorldPicker` raycast doesn't
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intersect cell BSP geometry.
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**Description:** `PhysicsDataCache.TryFindContainingCell` promotes the
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player's `CellId` to an indoor EnvCell when their world position falls
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inside any cached cell's local AABB. This is too tight to keep `CellId`
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promoted to an indoor cell during normal walking. Threshold/doorway cells
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(the polys that sit at a room boundary) have AABB Z ranges of only ~0.2 m;
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a standing player at local Z=0.46 m is OUTSIDE the AABB and containment
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fails. Because `CellId` drifts back to the outdoor cell, the indoor-BSP
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collision branch in `TransitionTypes.FindEnvCollisions` is gated out for
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most movement, so walls don't block from inside the house and the floor
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physics is unreliable. The retail fix is portal-based cell traversal —
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when the player crosses a cell portal boundary, the cell ownership
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propagates through portal connectivity data in `CEnvCell`.
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**Root cause / status:** `WorldPicker.BuildRay + Pick` (introduced in
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Phase B.4) tests against entity AABBs and scenery BSPs but probably
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not cell BSP. Outdoor NPCs are pickable because their entity AABB is
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the test target; indoor NPCs are pickable from outside because the
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wall isn't in the ray's intersection set.
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**Evidence:** `launch-cluster-a-cache-diag3.log` (Cluster A Phase E
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capture). Cell `0xA9B40143` (real room) has
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`physicsPolyCount=14 bspTotalLeafPolys=14 bspUnmatchedIds=0
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aabbMin=(-11.60,-1.60,0.00) aabbMax=(-6.20,7.60,2.80)` — geometry is
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complete and the AABB spans 2.8 m height, which works. Cell `0xA9B40146`
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(threshold/doorway) has `physicsPolyCount=4
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aabbMin=(-11.60,2.80,-0.20) aabbMax=(-10.00,7.60,0.00)` — Z range is
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only 0.2 m; a standing player is always outside it. Only 6 `[indoor-bsp]`
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lines fired across an entire indoor walking session (all during mid-jump
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frames when the player was briefly inside the room AABB at jump height).
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**Files:**
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- `src/AcDream.App/Rendering/WorldPicker.cs` (or equivalent — check
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Phase B.4b reference).
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- `src/AcDream.Core/Physics/PhysicsDataCache.cs` (`TryFindContainingCell`,
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approximately line 261)
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- `src/AcDream.Core/Physics/PhysicsEngine.cs` (`ResolveOutdoorCellId`,
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approximately line 238)
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- `src/AcDream.Core/Physics/TransitionTypes.cs` (`FindEnvCollisions` cell
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branch, approximately line 1188)
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**Acceptance:** Clicking on a wall doesn't select NPCs behind it.
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**Retail reference:** PDB symbols `CObjMaint::HandleObjectEnterCell` and
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`CEnvCell` portal data. See `docs/research/named-retail/acclient.h` lines
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31715-31726 for `CCellStructure` shape; `acclient_2013_pseudo_c.txt` for
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the implementations.
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**Acceptance:** Player walking from outside the Holtburg cottage into the
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interior crosses portals and `CellId` updates accordingly; walls block
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from both inside and outside; the `[indoor-bsp]` probe fires consistently
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during indoor walking (not just during mid-jump frames).
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---
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@ -2847,6 +2896,23 @@ Unverified. The likely culprits, ranked by suspected probability:
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# Recently closed
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## #86 — [DONE 2026-05-19 · 3764867 + 4e308d5] Click selection penetrates walls
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**Closed:** 2026-05-19
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**Commits:** `3764867` — fix(picker): Cluster A #86 — cell-BSP ray occlusion in WorldPicker; `4e308d5` — test(picker): Cluster A #86 — screen-rect cell-occlusion tests
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**Component:** input, interaction
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**Resolution:** `WorldPicker.Pick` now accepts a `cellOccluder` callback
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(`CellBspRayOccluder`). Before returning a hit, both `Pick` overloads
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consult the occluder's `NearestWallT` value; any candidate entity whose
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ray parameter exceeds the nearest-wall intersection is filtered out.
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The occluder is wired from `GameWindow` using the loaded `PhysicsDataCache`
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cell structs. Entities behind walls from the camera's perspective are no
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longer selectable. Screen-rect occlusion tests verify the filter across
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several hit/miss scenarios.
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---
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## #77 — [DONE 2026-05-18 · 3be7000] Auto-walk doesn't engage at walking range; pickup at walking range overshoots and snaps back
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**Closed:** 2026-05-18
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@ -71,6 +71,7 @@
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| Indoor lighting + rendering — Phase 1 (diagnostics) | Five `[indoor-*]` probes wired through new `AcDream.Core.Rendering.RenderingDiagnostics` static class + DebugVM mirrors + DebugPanel checkboxes. `WbMeshAdapter` emits `[indoor-upload] requested/completed`; `WbDrawDispatcher` emits `[indoor-walk]`, `[indoor-lookup]`, `[indoor-xform]`, `[indoor-cull]` per cell entity. All rate-limited via per-cellId frame counter; lookup probe uses high-bit-tagged key namespace to avoid cross-probe suppression. Holtburg `ACDREAM_PROBE_INDOOR_ALL=1` capture identified 26/123 cells silently failing — confirmed H1 (WB swallowed exception). Spec: [`docs/superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md`](../superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md). Plan: [`docs/superpowers/plans/2026-05-19-indoor-cell-rendering-phase1-diagnostics.md`](../superpowers/plans/2026-05-19-indoor-cell-rendering-phase1-diagnostics.md). Capture: [`docs/research/2026-05-19-indoor-cell-rendering-probe-capture.md`](../research/2026-05-19-indoor-cell-rendering-probe-capture.md). | Tests ✓ |
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| Indoor lighting + rendering — Phase 2 (fix) | Three-component diagnostic-driven fix for missing-floor bug. Component 1: `WbMeshAdapter` captures the `Task<ObjectMeshData?>` from `PrepareMeshDataAsync` and attaches a `ContinueWith` for EnvCell ids — surfaces faulted-task exceptions + clean-null returns. Component 2: replaced `NullLogger<ObjectMeshManager>` with a Console-backed `ConsoleErrorLogger<T>` so WB's intentional `_logger.LogError(ex, ...)` at the swallow site at `ObjectMeshManager.cs:589` writes `[wb-error]` lines. **Root cause definitively identified in one capture: `ArgumentOutOfRangeException` from `DatReaderWriter.Setup.Unpack` at WB's `PrepareEnvCellMeshData` line 1223 — `TryGet<Setup>(stab.Id, ...)` was called blindly on every `envCell.StaticObjects` id without checking the Setup-prefix bit. GfxObj-typed stabs (0x01xxxxxx) caused mid-deserialization throws, bubbling up to PrepareMeshData's outer catch which silently returned null. Entire cell upload failed, room mesh never reached `_renderData`.** Component 3 fix: one-line type-check guard `(stab.Id & 0xFF000000u) == 0x02000000u && _dats.Portal.TryGet<Setup>(stab.Id, out var stabSetup)`. Committed to WB submodule on branch `acdream-fix-floor-rendering` at SHA `34460c4` — needs submodule pointer advance at merge time. **Verification: 0 [wb-error] (was 385), 0 NULL_RESULT (was 55), Holtburg 123/123 cells complete (was 97/123). User visually confirmed floors render in Holtburg Inn.** Surfaced 9 pre-existing indoor bugs (see-through floor, indoor collision, stairs, walls, click-thru, indoor lighting artifacts, atmospheric-lighting-on-stabs, slope terrain lighting) — all filed in `docs/ISSUES.md` for follow-up phases. Cause report: [`docs/research/2026-05-19-indoor-cell-rendering-cause.md`](../research/2026-05-19-indoor-cell-rendering-cause.md). Verification: [`docs/research/2026-05-19-indoor-cell-rendering-verification.md`](../research/2026-05-19-indoor-cell-rendering-verification.md). Plan: [`docs/superpowers/plans/2026-05-19-phase2-indoor-cell-rendering-fix.md`](../superpowers/plans/2026-05-19-phase2-indoor-cell-rendering-fix.md). | Live ✓ |
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| C.1.5b | Per-part PES transforms + dat-hydrated entity DefaultScript dispatch. Closes issue #56. Shipped 2026-05-12 across 5 commits (`1e3c33b` docs+plan, `f3bc15e` SetupPartTransforms helper, `11521f4` ParticleHookSink applies `CreateParticleHook.PartIndex`, `5ca5827` activator refactor + GameWindow resolver lambda, `8735c39` GpuWorldState 4 new fire-sites). **Slice A** — new [`SetupPartTransforms.Compute(setup)`](../../src/AcDream.Core/Meshing/SetupPartTransforms.cs) walks `PlacementFrames[Resting]` → `[Default]` → first-available (mirrors `SetupMesh.Flatten` priority) and returns `Matrix4x4` per part; new `ParticleHookSink.SetEntityPartTransforms(entityId, partTransforms)` mirrors the existing `_rotationByEntity` pattern; `SpawnFromHook` now transforms hook offset through `partTransforms[partIndex]` before applying entity rotation. **Slice B** — activator's `ServerGuid==0` guard relaxed: keys by `entity.ServerGuid` when non-zero, else `entity.Id` (collision-free with server guids in the `0x40xxxxxx` interior / `0x80xxxxxx` scenery / `0xC0xxxxxx` ranges). Resolver delegate refactored to return `ScriptActivationInfo(ScriptId, PartTransforms)` so one dat lookup yields both pieces. `GpuWorldState` fires the activator from 4 new sites: `AddLandblock` + `AddEntitiesToExistingLandblock` (Far→Near promotion) for OnCreate, `RemoveLandblock` + `RemoveEntitiesFromLandblock` (Near→Far demotion) for OnRemove. ServerGuid==0 filter on AddLandblock avoids double-firing pending-bucket merges. **Reality discovery folded into spec §3**: EnvCell `StaticObjects` are already hydrated as `WorldEntity` instances by `GameWindow.BuildInteriorEntitiesForStreaming` (with stable `entity.Id` in `0x40xxxxxx`) — no synthetic-ID scheme or separate walker class needed (handoff §4 Q1/Q2 mooted). **Visual verification 2026-05-12**: Holtburg Town network portal swirl distributes across the arch (no ground-burial), Inn fireplace flames render over the firebox, cottage chimney smoke columns render, spell-cast animation-hook particles all match retail. 18 new + 4 updated tests, all Vfx/Meshing/Streaming/Activator green. Spec: [`docs/superpowers/specs/2026-05-13-phase-c1.5b-design.md`](../superpowers/specs/2026-05-13-phase-c1.5b-design.md). Plan: [`docs/superpowers/plans/2026-05-13-phase-c1.5b.md`](../superpowers/plans/2026-05-13-phase-c1.5b.md). | Live ✓ |
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| Indoor walking Phase 1 — BSP cluster (partial) | 2026-05-19. Probe + WorldPicker cell-BSP occlusion (#86 closed) + CellId promotion via AABB containment (partial #84 fix). Seven commits across 5 phases: `18a2e28` plan, `27d7de1` Phase A `[indoor-bsp]` probe + toggle, `3764867` Phase B CellBspRayOccluder in WorldPicker, `4e308d5` Phase B screen-rect tests, `c19d6fb` Phase D AABB containment + L.2e bare-low-byte fix, `fda6af7` Phase E `[cell-cache]` diagnostic, `1f11ba9` Phase E extended AABB/bsphere/poly-count fields. **#86 closed** (picker occlusion). **#84 partially closed** (spawn-in-building stuck-above-floor resolved; threshold/doorway walls remain open under #87). **#85 open** (wall pass-through root cause confirmed as same as #84 remaining symptom — CellId doesn't stay promoted during outdoor→indoor walking). **#87 filed** (portal-based indoor cell tracking — retail-faithful follow-up). `[indoor-bsp]` + `[cell-cache]` probes stay in place as scaffolding for the follow-up phase. Handoff: [`docs/research/2026-05-19-cluster-a-shipped-handoff.md`](../research/2026-05-19-cluster-a-shipped-handoff.md). Plan: [`docs/superpowers/plans/2026-05-19-indoor-walking-phase1-bsp-cluster.md`](../superpowers/plans/2026-05-19-indoor-walking-phase1-bsp-cluster.md). | Tests ✓ |
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Plus polish that doesn't get its own phase number:
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- FlyCamera default speed lowered + Shift-to-boost
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@ -224,7 +225,8 @@ Research: R9 + R12 + R13.
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- **✓ SHIPPED — G.1 — Sky + weather + day-night.** Deterministic client-side from Portal Year time. Sky dome geometry + keyframe gradients + rain/snow particles. See `r12-weather-daynight.md`. Full data + visual stack shipped: Region dat loader, keyframe interp, WeatherSystem with 5-kind PDF + transitions + storm flashes, WorldSession→WorldTimeService sync via ConnectRequest+TimeSync, SkyRenderer with sky-object arcs + UV scroll, rain/snow billboard renderer, F7/F10 debug cycle keys.
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- **✓ SHIPPED — G.2 — Dynamic lighting.** 8-light D3D-style fixed pipeline. Hard-cutoff at Range, no attenuation inside. Cell ambient. Shader UBO per frame. See `r13-dynamic-lighting.md`. SceneLightingUbo std140 at binding=1 feeds terrain + mesh + mesh_instanced + sky shaders. LightingHookSink auto-registers Setup.Lights at entity stream-in, flips IsLit on SetLightHook, unregisters on landblock unload.
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- **G.3 — Dungeon streaming + portal space.** `EnvCellStreamer`, portal-visibility BFS, `PlayerTeleport (0xF751)` handling with `LoginComplete` re-send, "pink bubble" loading state. **Blocked on L.2e** for trustworthy `cell_bsp`, indoor/outdoor portal transit, adjacent-cell ownership, and building entry/exit collision boundaries. See `r09-dungeon-portal-space.md`.
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- **Indoor portal-based cell tracking (follow-up to Indoor walking Phase 1 / issue #87).** Replace `PhysicsDataCache.TryFindContainingCell` AABB containment with retail's `CObjMaint::HandleObjectEnterCell` portal traversal. When the player crosses a cell portal boundary, `CellId` propagates through the `CEnvCell` portal connectivity graph. Prerequisite for wall collision from outside (#85) and the remaining #84 threshold symptom. PDB symbols and `acclient.h` `CCellStructure` refs are in place (see #87). **Unblocks G.3.**
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- **G.3 — Dungeon streaming + portal space.** `EnvCellStreamer`, portal-visibility BFS, `PlayerTeleport (0xF751)` handling with `LoginComplete` re-send, "pink bubble" loading state. **Blocked on indoor portal-based cell tracking above** (and previously on L.2e) for trustworthy indoor/outdoor portal transit, adjacent-cell ownership, and building entry/exit collision boundaries. See `r09-dungeon-portal-space.md`.
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**Acceptance:** walk outside at dusk, see the sky gradient + sun moving; enter a torch-lit dungeon via portal; leave back to daylight.
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256
docs/research/2026-05-19-cluster-a-shipped-handoff.md
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256
docs/research/2026-05-19-cluster-a-shipped-handoff.md
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@ -0,0 +1,256 @@
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# Indoor walking Phase 1 — BSP cluster (Cluster A) — handoff (2026-05-19)
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**Date:** 2026-05-19.
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**Branch:** `claude/competent-robinson-dec1f4` (commits land here; merge to main handled by controller).
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**Predecessor:** Indoor lighting + rendering Phase 2 (fix) — floors now render in Holtburg Inn. Nine pre-existing indoor bugs surfaced the moment floors were visible; this cluster addresses the collision/interaction subset (#84, #85, #86) and adds diagnostic infrastructure for the follow-up portal-traversal phase.
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**Plan:** [`docs/superpowers/plans/2026-05-19-indoor-walking-phase1-bsp-cluster.md`](../superpowers/plans/2026-05-19-indoor-walking-phase1-bsp-cluster.md).
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---
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## TL;DR
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Cluster A shipped **partially**. Three of the five planned phases (A, B, D)
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produced real behavior changes; two (C — obstacle audit — and E — cell-cache
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diagnostics) are diagnostic/research phases. The cluster's investigation
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confirmed that the wall-collision failures (#84, #85) all root in one cause:
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the player's `CellId` is never promoted to an indoor cell during normal
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walking, so the indoor-BSP collision branch in `TransitionTypes.FindEnvCollisions`
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never fires. Phase D implemented an AABB-containment shortcut that resolves
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the specific "spawn inside a building and be stuck above the floor" case but
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proved too tight to keep `CellId` promoted through threshold/doorway cells
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during normal outdoor→indoor entry.
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**#86** (click selection penetrates walls) is **fully closed** — a clean,
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self-contained fix in `WorldPicker`.
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**#84** is **partially closed** — the spawn-in-building symptom is gone; the
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remaining wall-collision symptom during normal walking is tracked under the
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new **#87**.
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**#85** remains **open**; its root cause is confirmed identical to #84's
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remaining symptom and is also tracked under #87.
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**#87** (indoor portal-based cell tracking) is **filed** and ready for the
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follow-up phase.
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---
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## Commits
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| # | SHA | Subject | Phase |
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|---|---|---|---|
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| 1 | `18a2e28` | `docs(plan): implementation plan written` | Plan doc |
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| 2 | `27d7de1` | `feat(physics): Cluster A — indoor BSP collision probe` | Phase A |
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| 3 | `3764867` | `fix(picker): Cluster A #86 — cell-BSP ray occlusion in WorldPicker` | Phase B |
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| 4 | `4e308d5` | `test(picker): Cluster A #86 — screen-rect cell-occlusion tests` | Phase B follow-up |
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| 5 | `c19d6fb` | `fix(physics): Cluster A #84 + #85 — indoor cell tracking` | Phase D |
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| 6 | `fda6af7` | `feat(physics): Cluster A — cell-cache diagnostic` | Phase E (1st) |
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| 7 | `1f11ba9` | `feat(diag): Cluster A — extend [cell-cache] with AABB + bsphere + recursive poly count` | Phase E (2nd) |
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**Build:** clean on all commits.
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**Tests:** `dotnet test` shows the same 8 pre-existing failures in
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`AcDream.Core.Tests` (MotionInterpreter / BSPStepUp / etc., unchanged across
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the entire cluster). All targeted test projects green. Phase B follow-up
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adds screen-rect occlusion tests; Phase D adds `RegisterCellStructForTest`
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helper used by caller-side tests.
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---
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## What shipped
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### Phase A — `[indoor-bsp]` probe
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New `PhysicsDiagnostics.ProbeIndoorBspEnabled` toggle (env var
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`ACDREAM_PROBE_INDOOR_BSP` + DebugPanel checkbox under
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`ACDREAM_DEVTOOLS=1`). When enabled, logs one `[indoor-bsp]` line each time
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`TransitionTypes.FindEnvCollisions` takes the indoor-cell branch —
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i.e., when `CellId` is an EnvCell id and the BSP contains physics polys. The
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probe serves as a presence detector: if `[indoor-bsp]` never fires during
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indoor walking, the BSP is not being consulted at all.
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### Phase B — WorldPicker cell-BSP ray occlusion (closes #86)
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New `CellBspRayOccluder` class (in `src/AcDream.App/Rendering/`) computes
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`NearestWallT`: the smallest ray parameter at which the pick ray intersects
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any cached EnvCell BSP polygon. Both `WorldPicker.Pick` overloads now accept
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an optional `cellOccluder` callback and filter out any hit candidate whose
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ray T exceeds `NearestWallT`. The occluder is wired from `GameWindow` using
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the `PhysicsDataCache` cell structs that Phase D also extends.
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Before Phase B: clicking through a wall from the outside selected NPCs/items
|
||||
inside the building — `WorldPicker.BuildRay + Pick` (Phase B.4b) tested only
|
||||
entity AABBs and scenery BSPs, not EnvCell BSP geometry.
|
||||
|
||||
After Phase B: entities behind the nearest wall from the camera's perspective
|
||||
are filtered out of the candidate set. Screen-rect unit tests verify the
|
||||
filter across hit/miss/occlusion scenarios.
|
||||
|
||||
### Phase D — AABB containment for indoor CellId (partial #84 fix)
|
||||
|
||||
`PhysicsEngine.ResolveOutdoorCellId` is extended with an indoor
|
||||
cell-containment scan. After resolving the outdoor cell, the method checks
|
||||
whether the player's world position falls inside any cached `CellPhysics`
|
||||
AABB; if so, `CellId` is promoted to that EnvCell. This enables the
|
||||
`FindEnvCollisions` indoor-BSP branch.
|
||||
|
||||
New `PhysicsDataCache.TryFindContainingCell(worldPos)` does the AABB scan.
|
||||
New `CellPhysics.WorldAabb` caches the cell-local AABB in world space on
|
||||
first call (transforms the BSP bounding sphere's local AABB by the cell
|
||||
origin). New `RegisterCellStructForTest` helper allows unit test callers to
|
||||
populate the cache directly.
|
||||
|
||||
Also fixes the L.2e bare-low-byte preservation bug: `ResolveOutdoorCellId`
|
||||
was silently truncating the player CellId to the low 16 bits; the fix
|
||||
preserves the full 32-bit value.
|
||||
|
||||
**What this solved:** player spawning inside a building (e.g., logging in
|
||||
from a position inside Holtburg cottage) no longer sees `walkable=False` for
|
||||
hundreds of resolves with world Z=94.000. Phase D promotes CellId to the
|
||||
indoor cell, the floor's BSP polys are found, the player can move.
|
||||
|
||||
**What this did NOT solve:** the `[indoor-bsp]` probe fires only 6 times
|
||||
during an entire indoor walking session (all mid-jump, when the body happens
|
||||
to be at a height that falls inside a room AABB). During normal walking on
|
||||
the floor, the player's world Z is at the AABB floor level or lower —
|
||||
outside the AABB for threshold/doorway cells that have only a 0.2 m Z range.
|
||||
See Phase E evidence below.
|
||||
|
||||
### Phase E — Cell-cache diagnostic infrastructure
|
||||
|
||||
Two commits add `[cell-cache]` log output (env var
|
||||
`ACDREAM_PROBE_CELL_CACHE`, also DebugPanel). For each EnvCell in the
|
||||
physics cache, the probe logs:
|
||||
|
||||
```
|
||||
[cell-cache] id=0xA9B40143 physicsPolyCount=14 bspTotalLeafPolys=14
|
||||
bspUnmatchedIds=0 aabbMin=(-11.60,-1.60,0.00) aabbMax=(-6.20,7.60,2.80)
|
||||
bspOrigin=(0.00,0.00,0.00) bspRadius=9.97
|
||||
```
|
||||
|
||||
The extended second commit adds `bspTotalLeafPolys`, `bspUnmatchedIds`,
|
||||
`bspOrigin`, and `bspRadius` fields to give a complete picture of cell
|
||||
geometry from the physics cache perspective. This infrastructure stays in
|
||||
place as scaffolding for the portal-traversal phase.
|
||||
|
||||
---
|
||||
|
||||
## Issue status after Cluster A
|
||||
|
||||
| Issue | Status | Notes |
|
||||
|---|---|---|
|
||||
| #84 Blocked by air indoors | OPEN (partial) | Spawn-in-building variant resolved by Phase D. Threshold/doorway wall-blocking remains open under #87. |
|
||||
| #85 Pass through walls outside→in | OPEN | Root cause confirmed as same as #84 remaining symptom. See #87. |
|
||||
| #86 Click selection penetrates walls | **CLOSED** | Phase B. `WorldPicker.Pick` + `CellBspRayOccluder`. |
|
||||
| #87 Indoor portal-based cell tracking | OPEN (new) | Filed 2026-05-19. Retail-faithful fix via `CObjMaint::HandleObjectEnterCell`. |
|
||||
|
||||
---
|
||||
|
||||
## Probe evidence — log file findings
|
||||
|
||||
### `launch-cluster-a-capture.log`
|
||||
|
||||
Initial probe run with `ACDREAM_PROBE_INDOOR_BSP=1`. Result: **zero
|
||||
`[indoor-bsp]` lines** during outdoor walking and during approach to the
|
||||
Holtburg cottage doorway. This was the first confirmation that the indoor-BSP
|
||||
branch was entirely gated out. The player's CellId remained an outdoor cell
|
||||
for all movement.
|
||||
|
||||
### `launch-cluster-a-verify.log`
|
||||
|
||||
Post-Phase-D run. Observed `[indoor-bsp]` lines **only during jump frames**
|
||||
(6 total). When the player jumped inside the cottage, the body briefly rose
|
||||
to a height inside the room AABB, CellId promoted to `0xA9B40143`, and the
|
||||
indoor-BSP branch fired. On landing, the body returned to floor level, fell
|
||||
outside the AABB, and CellId reverted to the outdoor cell. Confirmed that
|
||||
AABB containment works for the room cell when the player is mid-air, but
|
||||
fails at floor level.
|
||||
|
||||
### `launch-cluster-a-cache-diag2.log`
|
||||
|
||||
First `[cell-cache]` probe run (Phase E first commit). Showed all cached
|
||||
cells with their physics poly counts and local AABBs. Confirmed 14 physics
|
||||
polys in cell `0xA9B40143` (the room), indicating BSP geometry is present
|
||||
and complete. Identified cell `0xA9B40146` as a 4-poly threshold cell.
|
||||
|
||||
### `launch-cluster-a-cache-diag3.log`
|
||||
|
||||
Extended `[cell-cache]` probe run (Phase E second commit). Full data:
|
||||
|
||||
```
|
||||
[cell-cache] id=0xA9B40143 physicsPolyCount=14 bspTotalLeafPolys=14
|
||||
bspUnmatchedIds=0 aabbMin=(-11.60,-1.60,0.00) aabbMax=(-6.20,7.60,2.80)
|
||||
bspOrigin=(0.00,0.00,0.00) bspRadius=9.97
|
||||
```
|
||||
Room cell: 2.80 m AABB height — works for mid-air player.
|
||||
|
||||
```
|
||||
[cell-cache] id=0xA9B40146 physicsPolyCount=4
|
||||
aabbMin=(-11.60,2.80,-0.20) aabbMax=(-10.00,7.60,0.00)
|
||||
bspRadius=2.3
|
||||
```
|
||||
Threshold/doorway cell: 0.20 m AABB Z range (from -0.20 to 0.00). A standing
|
||||
player at local Z=0.46 m is outside this AABB. **This is why AABB containment
|
||||
fails for normal walking through doorways.**
|
||||
|
||||
Key conclusion: the geometry is correct and complete (14/14 polys match between
|
||||
physics cache and BSP leaf count). The problem is purely in the cell-ownership
|
||||
tracking mechanism, not the collision data itself.
|
||||
|
||||
---
|
||||
|
||||
## Diagnostic infrastructure remaining in place
|
||||
|
||||
Both probes stay committed and wired. They serve as scaffolding for the
|
||||
portal-traversal follow-up phase:
|
||||
|
||||
- **`ACDREAM_PROBE_INDOOR_BSP=1`** / DebugPanel "Indoor BSP probe": logs one
|
||||
`[indoor-bsp]` line each time `FindEnvCollisions` takes the indoor-cell
|
||||
branch. After portal traversal is implemented, this probe should fire
|
||||
consistently whenever the player is indoors.
|
||||
|
||||
- **`ACDREAM_PROBE_CELL_CACHE=1`** / DebugPanel "Cell cache probe": dumps all
|
||||
cached EnvCell physics data (poly counts, BSP bounding sphere, AABB,
|
||||
unmatched ID count). Useful for verifying that cell structs load correctly
|
||||
and that portal connectivity data is present.
|
||||
|
||||
Both are gated behind `PhysicsDiagnostics` static class (existing pattern
|
||||
from L.2a).
|
||||
|
||||
---
|
||||
|
||||
## Follow-up items for the portal-traversal phase
|
||||
|
||||
**1. Implement portal-based indoor cell tracking (issue #87).**
|
||||
Replace `PhysicsDataCache.TryFindContainingCell` AABB containment with retail's
|
||||
`CObjMaint::HandleObjectEnterCell` portal traversal. When the player crosses
|
||||
a cell portal boundary, `CellId` propagates through `CEnvCell` portal
|
||||
connectivity data. PDB symbols in `docs/research/named-retail/acclient_2013_pseudo_c.txt`
|
||||
and struct definitions in `docs/research/named-retail/acclient.h` lines
|
||||
31715-31726 (`CCellStructure` shape). The retail reference implementation
|
||||
is the right oracle — do not guess at the traversal algorithm.
|
||||
|
||||
**2. Audit-trail note: add retail PDB symbol citations to `TryFindContainingCell`.**
|
||||
The current implementation in `src/AcDream.Core/Physics/PhysicsDataCache.cs`
|
||||
~line 261 is documented as a shortcut. The follow-up phase should add
|
||||
the PDB symbol citation (e.g., `// retail: CObjMaint::HandleObjectEnterCell
|
||||
// docs/research/named-retail/acclient_2013_pseudo_c.txt:XXXXX`)
|
||||
per the Phase D code-review I1 note, so future readers know this is intentionally
|
||||
replacing an interim implementation.
|
||||
|
||||
**3. Consider renaming `ResolveOutdoorCellId` → `ResolveCellId`.**
|
||||
The method now handles both outdoor and indoor cell resolution. The rename
|
||||
is low-risk (one call site in `PhysicsEngine.cs`) and would reduce the
|
||||
cognitive overhead for the next phase's author. Noted as a Phase D code-review
|
||||
M2 suggestion — do it in the same commit as the portal-traversal implementation
|
||||
to keep the rename and the semantic change together.
|
||||
|
||||
---
|
||||
|
||||
## State at handoff
|
||||
|
||||
- **Branch:** `claude/competent-robinson-dec1f4`, 7 commits of implementation/test/diagnostic work.
|
||||
- **Build state:** `dotnet build -c Debug` clean.
|
||||
- **Tests:** 8 pre-existing failures unchanged (MotionInterpreter / BSPStepUp baseline). All new tests green.
|
||||
- **Issues:** #86 CLOSED; #84 PARTIAL; #85 OPEN; #87 OPEN (new).
|
||||
- **Diagnostic probes:** `[indoor-bsp]` + `[cell-cache]` active and wired.
|
||||
- **Next:** portal-based indoor cell tracking (#87) or M2 critical path — Claude's choice per work-order autonomy.
|
||||
Loading…
Add table
Add a link
Reference in a new issue