feat(phys): A6.P4 door — cdb-driven NegPolyHit dispatch (incomplete; needs BSP near-miss recording)
cdb attached to retail at a Holtburg cottage door while user walked the inside-out off-center scenario. Three trace iterations identified that retail's collision-recording happens via SPHEREPATH::set_neg_poly_hit (fires hundreds of times during inside-out walk), NOT via the more obvious-named COLLISIONINFO setters (which fire 0 times). Apparatus scripts at tools/cdb/door-inside-out-v[1-3].cdb + symbol-probe.cdb. Our codebase has NegPolyHitDispatch defined but never called. The downstream TransitionalInsert NegPolyHit handler was a stub. Two-part fix landed: 1. BSPQuery.FindCollisions Path 5 (Contact branch) restructured — distinguishes full hit (hit0 == true → StepSphereUp) from near-miss (hit0 == false but hitPoly0 != null → NegPolyHitDispatch). Mirrors retail BSPTREE::find_collisions at acclient_2013_pseudo_c.txt:0053a630-0053a6fb. 2. Transition.TransitionalInsert NegPolyHit handler — dispatches to step_up + step_up_slide (NegStepUp=true) or records collision normal + returns Collided (NegStepUp=false). Mirrors retail CTransition::transitional_insert at acclient_2013_pseudo_c.txt:0050b7af-0050b7e6. Tests: all 11 fix-relevant + regression tests pass including issue #98. VISUAL VERIFICATION (user-driven inside-out off-center): still squeezes through. Diagnostic [neg-poly-dispatch] probe shows ZERO hits in production. The Path 5 restructuring doesn't surface NegPolyHit because our SphereIntersectsPolyInternal only sets hitPoly on FULL hits — retail's sphere_intersects_poly sets var_5c (closest polygon) even on near-misses via BSP-traversal side effect. Remaining fix (next session): add near-miss polygon recording to SphereIntersectsPolyInternal. Once it sets hitPoly on near-miss BSP traversal, the Path 5 NegPolyHit dispatch (this commit) will fire and the TransitionalInsert handler (this commit) will block. Full handoff with cdb trace table + next-step plan: docs/research/2026-05-25-door-bug-cdb-retail-trace-findings.md Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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7 changed files with 382 additions and 29 deletions
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@ -1800,63 +1800,87 @@ public static class BSPQuery
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bool hit0 = SphereIntersectsPolyInternal(root, resolved, sphere0, movement,
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ref hitPoly0, ref contact0);
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if (hit0 || hitPoly0 is not null)
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// A6.P4 door inside-out fix (2026-05-25). Retail distinguishes
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// FULL HIT (eax_10 != 0 → step_sphere_up early-return) from
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// NEAR-MISS (eax_10 == 0 but var_5c != 0 → set_neg_poly_hit).
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// Previously this branch conflated both — going to StepSphereUp
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// on near-misses too. That meant when sphere 0 had a near-miss
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// poly recorded but didn't actually penetrate, we still recursed
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// into step_sphere_up, which (because the sphere wasn't actually
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// colliding) returned OK and let the sphere walk on. Inside-out
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// cottage doors at off-center: sphere 0 has a near-miss with the
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// cottage exterior wall east of the doorway, but the full
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// sphere_intersects_poly returns false. Pre-fix → walked through.
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// Post-fix → set_neg_poly_hit, outer transitional_insert loop
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// dispatches to slide_sphere, blocks the sphere properly.
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//
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// Retail oracle: BSPTREE::find_collisions Contact branch at
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// acclient_2013_pseudo_c.txt:0053a630-0053a6fb.
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if (hit0)
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{
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// L.2d slice 1.5 (2026-05-13): record the hit poly EARLY,
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// before the StepSphereUp branch can recurse into
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// ResolveWithTransition → FindObjCollisions and clobber the
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// side-channel via the inner call's per-resolve clear. Path 5
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// is the dominant grounded-player path; without this the
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// probe's [resolve-bldg] line for every grounded BSP hit was
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// mis-labeled as "n/a (cylinder)".
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// Full hit — step_sphere_up.
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if (PhysicsDiagnostics.ProbeBuildingEnabled || PhysicsDiagnostics.ProbeIndoorBspEnabled)
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PhysicsDiagnostics.LastBspHitPoly = hitPoly0;
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var worldNormal = L2W(hitPoly0!.Plane.Normal);
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// L.2.3b (2026-04-29): recursion guard. Retail
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// (acclient_2013_pseudo_c.txt:272954) gates step_sphere_up on
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// `if (sp.step_up == 0 && sp.step_down == 0)`. Without this,
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// the inner TransitionalInsert spawned by DoStepDown re-enters
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// FindObjCollisions, hits the same wall, and recursively
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// re-invokes step-up — churning the contact plane until
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// numAttempts decays. Mid-recursion we fall back to wall-slide.
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// `if (sp.step_up == 0 && sp.step_down == 0)`.
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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 so the inner sphere doesn't recurse.
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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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}
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// Sphere 0 didn't fully hit. Test sphere 1 (head sphere).
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ResolvedPolygon? hitPoly1 = null;
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bool hit1 = false;
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if (sphere1 is not null)
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{
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ResolvedPolygon? hitPoly1 = null;
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Vector3 contact1 = Vector3.Zero;
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Vector3 contact1 = Vector3.Zero;
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hit1 = SphereIntersectsPolyInternal(root, resolved, sphere1, movement,
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ref hitPoly1, ref contact1);
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bool hit1 = SphereIntersectsPolyInternal(root, resolved, sphere1, movement,
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ref hitPoly1, ref contact1);
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if (hit1 || hitPoly1 is not null)
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if (hit1)
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{
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// L.2d slice 1.5 (2026-05-13): same early-record as foot
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// sphere — head-sphere wall hits also recurse via
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// StepSphereUp on the grounded path.
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// Sphere 1 full hit while sphere 0 had only near-miss
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// (hitPoly0) — retail calls slide_sphere here. Record
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// collision + slide.
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if (PhysicsDiagnostics.ProbeBuildingEnabled || PhysicsDiagnostics.ProbeIndoorBspEnabled)
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PhysicsDiagnostics.LastBspHitPoly = hitPoly1;
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var worldNormal = L2W(hitPoly1!.Plane.Normal);
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// L.2.3b: same recursion guard as the foot-sphere branch.
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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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collisions.SetCollisionNormal(worldNormal);
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collisions.SetSlidingNormal(worldNormal);
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return TransitionState.Slid;
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}
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}
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// Neither sphere fully hit. Record neg-poly hit if either had a
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// near-miss polygon. Retail's set_neg_poly_hit with stepUp=false
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// for sphere 0's near-miss, stepUp=true for sphere 1's near-miss.
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// Outer transitional_insert loop then dispatches via slide_sphere
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// (stepUp=false) or step_up + step_up_slide (stepUp=true).
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if (hitPoly0 is not null)
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{
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if (PhysicsDiagnostics.ProbeBuildingEnabled || PhysicsDiagnostics.ProbeIndoorBspEnabled)
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PhysicsDiagnostics.LastBspHitPoly = hitPoly0;
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NegPolyHitDispatch(path, hitPoly0, stepUp: false, localToWorld);
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return TransitionState.OK;
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}
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if (hitPoly1 is not null)
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{
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if (PhysicsDiagnostics.ProbeBuildingEnabled || PhysicsDiagnostics.ProbeIndoorBspEnabled)
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PhysicsDiagnostics.LastBspHitPoly = hitPoly1;
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NegPolyHitDispatch(path, hitPoly1, stepUp: true, localToWorld);
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return TransitionState.OK;
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}
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return TransitionState.OK;
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}
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