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15 commits

Author SHA1 Message Date
Erik
13fcf38138 fix(physics): port retail's find_bbox_cell_list outdoor extent walk (#334)
acdream had never implemented retail's SECOND cell-membership algorithm.
CPhysicsObj::calc_cross_cells @0x00515230 tests HAS_PHYSICS_BSP_PS at
0x00515285 and jumps (0x0051528f jne 0x515305) to find_bbox_cell_list
@0x00510fc0 for a BSP-bearing object; everything below that jump is the
OTHER algorithm, CObjCell::find_cell_list, and that is all we had. Every
object, BSP-bearing or not, was routed through it.

That path's outdoor expansion is a HARD CAP of one cell in each direction.
CellTransit.AddAllOutsideCells computes minRad = radius, maxRad = 24 - radius
and adds at most the eight neighbours of the sphere's own cell, so for any
radius >= 12 m both boundary tests are unconditionally true and the result is
exactly 3x3. Widening the radius or adding a second sphere is mechanically
incapable of adding a tenth cell. The user's live probe measured the
consequence directly: standing inside a Neftet formation, inCell=2 exempt=2
reached=0 -- the geometry was not a candidate at all.

The port. AddAllOutsideCellsFromParts is CLandCell::add_all_outside_cells
@0x00533360 plus add_cell_block @0x005331d0: base landcell from the FIRST
part's own adjust_to_outside, baseX/baseY within-block, each part's authored
CGfxObj::gfx_bound_box re-fit through all eight corners
(BBox::LocalToGlobal @0x005b2120), floor(v / square_length) where
square_length = 0x7c920c = 24.0f, four accumulators seeded to zero, ONE
rectangle unioned across all parts, FILLED, in GLOBAL lcoords so it crosses
landblocks freely, clamped only to [0, 0x7f8).
BuildShadowCellSetFromParts is find_bbox_cell_list's worklist.
RegisterMultiPart dispatches on the same flag retail does, and
BuildFloodSpheres' BSP arm is deleted rather than left unreachable.

Disassembled from the PDB-paired 2013-09-06 binary, not read from Binary
Ninja: BN mis-renders four separate constructs inside add_all_outside_cells
alone -- a dropped `and eax,0xffff` on baseX, a neg/sbb/and select shown as
identically zero, a wrong get_landcell argument, and both x87 flag tests as
`unimplemented {test ah}`.

ShadowPartGeometry pairs the BSP root sphere with the authored box so no
resolver can answer one and leave the other call site to synthesize a
substitute -- the AP-156 invariant applied a second time, since that split is
what produced AP-156 and then this. The box comes from
FlatGfxObjVisualBounds, already computed by exactly CGfxObj::init_end's
algorithm and already in the prepared package: no bake change, no DAT re-read.

Cost, measured over the installed DATs before any code was written: 1,258
physics-BSP GfxObjs, cells/object p50 4, p90 4, p99 12, max 49. The port is
CHEAPER than the old 3x3 = 9 for 98.97% of them. Row totals (shapes x cells)
over all 1,031 landblocks with BSP owners fall 97,173 -> 15,607 (0.161x);
dense Arwic 0xC6A9 falls 342 -> 43. One landblock more than doubles.

Precondition confirmed before pinning any expected cell set: 0x010046D8's box
is 96 m x 96 m about cell (2,2) = 0x87640013, which independently corroborates
the 3x3-centred-there diagnosis, and its rectangle does contain 0x87640011 and
0x87640019 -- the two cells the probe measured empty.

Register: AP-156's outdoor half CLOSED and its risk column CORRECTED (it read
"extra broadphase candidates, never a missed one", which generalised the indoor
direction to the whole row and is why #334 sat inside it unnoticed). AP-159 +
issue #335 file the unported indoor arm; AD-49 records the seed-time rectangle.
Issue #336 files a fourth load-sensitive test flake seen once during the gate.

Ten tests, every one sabotage-verified in both directions across eight
mutations (dispatch, 8-corner refit, floor-vs-truncation, union-vs-per-part,
map clamp, adjust guard, landblock clamp, box-path-for-everything). The
strongest is an installed-DAT replay of the user's own probe evidence.
Suite 11,208 -> 11,218 passed / 4 skipped / 0 failed; the +10 is exactly the
new tests.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-06 19:07:06 +02:00
Erik
e6457cc849 fix(physics): close the AP-156 fix review — real containment oracle, type-level invariant, AP-158
Both review lenses PASSED; this is the cleanup, not a rescue. Evidence:
docs/research/2026-08-06-ap156-review-closure.md (the review itself is
committed alongside it as the received artifact).

R1 — the load-bearing containment test could not fail. Its truth and flood
values were two hand-copies of the same expression over the same part set,
so the shortfall was algebraically identically zero for any DAT input. The
oracle is now PHYSICS-POLYGON VERTICES — a different DAT field from the
bounding sphere the builder emits, so the two sides can genuinely disagree.
Sabotage-verified three ways after full cleans: dropping the bounds centre
in production reddens it (428 Setups, worst 35.869 m on 0x0200129A, matching
an independent out-of-repo sweep exactly); dropping only the scale on the
centre reddens it (326); and corrupting the TEST's own bounds oracle reddens
it (467) where under the shipped oracle that same corruption was invisible
by algebra. Renamed accordingly. A6's stale "cap control" comment corrected:
that loop is the test's own uncapped re-implementation and cannot observe a
cap regression — the cap is covered in Core.

R2 — the population was understated. 172 is AP-152's DISPATCH population;
AP-156's is 530 BSP-bearing Setups, of which 525 have a flood sphere move
and 428 fail vertex containment before the fix (412 at a 1 cm tolerance —
the review's figure; the gap is 16 Setups between 1.4 mm and 10 mm, real
geometry). 0 fail after, at any tolerance down to zero. Corrected in the
AP-156 row, the section-3 header, the C5c handoff and two test docstrings.
Dated review artifacts are left as written — "170 of 172" was correct for
what they measured, and rewriting evidence to match a later measurement
loses provenance.

A1 — BoundsCenter = default reopened at the type what the commit closed at
the seam. Dropping the default alone would NOT have closed the review's own
scenario (a copied Cylinder call site would write Vector3.Zero explicitly
and stay green), so ShadowShape's constructor is now private and BSP shapes
are built only through ShadowShape.Bsp(..., FlatCollisionSphere localBounds),
which takes radius and centre as ONE value and scales them together. There
is no expression a caller can write that carries one and drops the other.
22 construction sites converted; the same sabotage now reddens 5 Core tests
where the review's sabotage A reached 4, because both BSP producers share
one scaling path.

A2 — #333 is real and bigger than filed, and its retail question is
answered. I disassembled CObjCell::find_obj_collisions @0x0052b750 from the
PDB-paired binary myself (check_exe_pdb.py MATCH) rather than inheriting the
claim: its only early-out is sphere_path.insert_type == INITIAL_PLACEMENT_
INSERT, then it calls FindObjCollisions on every unparented non-self shadow
object UNCONDITIONALLY. Retail has NO distance pre-filter, so acdream's
"+ movement + 2f" reach filter is an invention with no register row — filed
as AP-158, carrying the disassembly, the F_EPSILON = 0.0002 m contrast, and
the measured blast radius (118 of 477 unique installed physics-BSP GfxObjs
exceed its ~2.5 m budget, 46 exceed 5 m). Active AP rows 109 -> 110.

Recorded prominently in three places a reader will hit: TALL PROPS MAY SHOW
NO VISIBLE CHANGE UNTIL #333 LANDS, and a null result at the connected gate
is EXPECTED, not evidence against AP-156.

LOW items. R3: the comment claiming the cited evidence justified the whole
cap line is corrected, but int.MaxValue on the sorting-sphere branch stays —
capping at 1 would take Spheres[0], and retail's one sphere is
CSetup::sorting_sphere, a different DAT field; capping keeps the wrong field
AND flips the substitution under-inclusive (#98/#168 direction). AP-157
already owns it. R4: acdream scales the flood sphere where retail's
find_transit_cells never reads gfxobj_scale — added as a second residual on
AP-156. R5: retail's slack constant carried into AP-158 and #333. A3: the
per-call delegate allocation is back to a cached field, still derived from
the single bounds resolver. A5: noted; b52967de's message cannot be amended.

Gates: all 44 bin/obj deleted before every verdict-deciding build, each test
run gated on a verified "Build succeeded" in the same invocation. Release
build 0 errors / 21 pre-existing warnings. Complete suite 11,208 passed /
4 skipped / 0 failed — reconciles exactly with the e2b2d04c baseline; one
test renamed, none added, removed or skipped. Nothing conflated with the
known load-sensitive flakes #302 / #308 / #321.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-06 16:44:48 +02:00
Erik
9b1e6fc637 fix(physics): #297 — keep the PWD bitfield live so PK status reaches the client
The user typed @pklite and then walked straight through other PKLite players.

Root cause: ClientObject.PublicWeenieBitfield was written exactly once, from the
0xF745 CreateObject parse, and never refreshed. ACE's only PK-change message is
PropertyInt.PlayerKillerStatus (134) over 0x02CE/0x02CD, which we parsed and
stored into Properties.Ints[134] but never translated back into the bitfield —
and ACE never re-sends a PublicWeenieDesc at all (EnqueueBroadcastUpdateObject
has zero live callers), so that property is the ONLY signal a client can learn
from. Both sides of the collision test read the frozen value, so
CollisionExemption's "4c. both PKLite -> collide" rule could never fire.

Retail's missing port: PublicWeenieDesc::SetPlayerKillerStatus @0x005AC7C0
rewrites _bitfield in place — PK(4) -> (b & 0xfddfffff) | 0x20; PKLite(0x40) ->
(b & 0xffdfffdf) | 0x2000000; Free(0x20) -> (b & 0xfdffffdf) | 0x200000; else
b &= 0xfddfffdf. Mutually exclusive, verified byte-for-byte, with input values
confirmed against retail's own PKStatusEnum (acclient.h:6412-6427), not just
ACE's. Driven from ACCWeenieObject::OnStatUpdated @0x0058DF20 case 0x86.

The fix rewrites the value at its source rather than patching consumers. Two
review rounds were needed because the first pass missed that there are TWO
snapshot stores: InboundPhysicsStateController keeps its own private _snapshots
dictionary, and every untimestamped-field merge (ApplyAcceptedObjDesc and
friends) reads `old` from THAT store, not from RuntimeEntityRecord.Snapshot.
Refreshing only the active record left the target-side shadow flags correct
until the remote's next equip or unequip — ACE broadcasts an ObjDesc on every
one — at which point the appearance path rebuilt the registration from the
frozen spawn and dropped the bit permanently. The regression test demanded by
review is what surfaced that; it is verified discriminating (reverting gives
Actual: 8 instead of 33554440).

Five stores now hold this value, kept coherent from one source by two
ObjectUpdated subscribers plus the appearance-rebuild path. The two shadow-flag
writers are the same invalidation applied at the two edges that can invalidate
it, not competing authorities — review enumerated every drift path and closed
each. That coherence invariant is new as of this commit and is recorded as
register row AP-134, with AP-133 as the precedent for filing a row when the
danger is a future writer rather than current behaviour.

Also corrects TS-23's retirement narrative, which claimed every mover-flags call
site read the mover's "real" PK bits from 2026-07-30. The bits existed but their
source was frozen, so that only became true here; the site enumeration also
missed RuntimeSetPositionMoverPreparation, a seventh site that decodes the
snapshot directly.

Unblocks #298 (melee/missile admission needs the local player's own PKLite bit).
Follow-ups filed: #300 (Properties.Ints[134] vs bitfield mirror gap), #301 (same
defect class for radar blip colour and radar behaviour), #302 (a pre-existing
PortalProjection allocation-assertion flake, 1 in 6, found while verifying this
gate), #303 (LiveEntityPvpBitfieldSync is App-resident but Runtime-owned-state).

Gates: complete Release solution 10,895 passed / 4 skipped / 0 failed (baseline
10,887 including #299). Adversarial + retail-conformance review PASS after one
FAIL round. Every new test discrimination-verified by reverting the fix.
Connected acceptance NOT run — needs a live two-client PKLite session.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 20:59:01 +02:00
Erik
529e0e9d88 feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8)
Campaign P remaining-physics-divergence, placement cutover slice C3c
(docs/plans/2026-08-02-placement-cutover.md). Both production hosts now
register every initial Create through the residence + continuation-
executor + first-entry-conductor machinery (C0-C3b):

- Graphical (route 1): RegisterEntityWithInitialResidence at Create; the
  shared RuntimeFirstEntryDriveController pumps both conductors from the
  placement-receipt flow; MaterializeProjection and RebucketLiveEntity
  are presentation-only while a residence is ACTIVE (ExecutorCompleted is
  the presentation-binding receipt); post-residence entities take the
  full legacy path including the prepare_to_enter_world clock edges.
  PlayerModeController attaches presentation to the Runtime-published
  controller; its legacy resolve/step-heights/host-construction path is
  deleted; presentation-only rollback (retail has no entry-flow rollback).
- Headless (route 8): OnSpawned registers with residence when a drive
  exists; content-less sessions keep the pre-flip direct registration;
  SynchronizeLocalPlayer/CreateController/ApplySetupStepHeights deleted;
  prepared-collision read failure is a typed AwaitingCollisionSource
  retry; far remotes outside the service window complete celless.
- RuntimeLocalPlayerMovementState.Controller setter sealed internal; all
  controller mutation flows through the publication lifecycle.

Fix slices landed within this cutover, each dual-gated:
- F1: live movement-stat/server-physics application routed through the
  Runtime ownership seam (post-logout ingest crash on the retired
  controller eliminated; RuntimeMovementSkillProjection deleted).
- F2: login activation wedge - collision-admission prefix gate factored
  out of the seal (reentrant-commit RejectedAuthority), rearm generation
  identity corrected, PlayerModeAutoEntry requires the Runtime-published
  controller (world reveal can no longer seal unmaterialized).
- F3: landblock-prefix 0-sentinel replaced by explicit absent-id guards;
  map-corner landblocks (grid row/col 0) fully legal through admission,
  park/rearm/retire, quiescence, and outdoor shadow seeds.
- F5: local-player first-entry ground contact seeded by the shared
  SpawnPlacementSettler (moved App->Core) at FinalizeActivation - the
  retail first-gravity-frame touch (enter_world 0x00516170 carries no
  seed); the legacy unconditional force-seed is overwritten by a real
  floor-found contact; airborne spawns stay airborne; outbound contact
  bit verified end-to-end. Fixes the standing-cast 'You can't do that
  while in the air!' rejections.
- R1 (dual-review round): login constraint leash armed at the committed
  placement (HandleReceivedPosition 0x00453FD0 analog); register rows
  AD-61 (settle-timing compression now covering the local player) and
  AD-42 (repointed off the deleted resolve split) in this commit;
  residence-conversion owner API; wire-landblock guards; drive-pending
  ledger in IsConverged; route attach/detach latch; executor-drain drift
  model documented + source-pinned.

Gates: Runtime 1,003, App 4,039/3 skips, Headless 79, complete solution
10,816/0 failed/4 skips (Release, -m:1); connected lifecycle/reconnect
gate PASS (logs/connected-world-gate-20260802-175401; graceful exits,
world-visible, zero airborne rejections). The nine-stop soak remains red
for the pre-existing 6b28ff99 whole-world collision-clone throughput
regression (attributed with evidence; scheduled as its own slice before
C5). Dual Opus reviews (retail-conformance + adversarial): delta PASS.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 18:10:33 +02:00
Erik
98f1ac8934 perf(streaming): cursor publication across frame budgets 2026-07-24 19:10:18 +02:00
Erik
4f1c067a21 perf(physics): pool collision cell snapshots
Preserve the fixed per-cell collision walk across nested registry mutations while replacing the repeated List allocation with an explicitly owned pooled snapshot. Capture cardinality once, return storage on every exit, and pin live-list mutation behavior with a focused regression test.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 06:12:34 +02:00
Erik
69a2ca0c6d refactor(world): extract live projection mechanics
Move appearance rebinding, collision construction, default-pose resolution, local shadow ownership, and exact leave-world presentation into focused owners. Preserve retail parent ordering with staged validation, committed recovery, recursive attached-subtree withdrawal, and retryable exact teardown across parent, pickup, position, unwield, and pose-loss edges.

Co-Authored-By: OpenAI Codex <codex@openai.com>
2026-07-21 16:17:03 +02:00
Erik
e95f55f25b fix(portal): synchronize destination presentation state 2026-07-16 21:17:13 +02:00
Erik
a51ebc66e9 feat(physics): integrate live projectile runtime
Attach the retail projectile driver to canonical LiveEntityRecord ownership, sharing one PhysicsBody and full-cell identity with RemoteMotion regardless of creation order. Apply timestamp-gated state, vector, and position corrections in place, preserve active ordinary-body behavior when Missile clears, and keep renderer, effects, shadows, and spatial buckets synchronized across loaded/pending transitions.

Validate malformed packets before canonical timestamp mutation, validate adopted bodies from their current frame rather than stale CreateObject data, serialize late Setup resolution with streaming DAT reads, and preserve classification across clock anomalies. Retain shadow registrations through temporary leave-world residence while logical teardown remains generation-scoped.

Add 31 App lifecycle/adversarial tests plus Core shadow suspension coverage, and synchronize the retail pseudocode, architecture, milestones, roadmap, and durable physics memory.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 12:51:42 +02:00
Erik
dbfbf8506c T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99)
The A6.P4 port, fused into one installment per the BR-2 half-port lesson
(registration and query are co-dependent: flood-registering shells under
the old radial query would re-open #98 through the vestibule).

REGISTRATION (ShadowObjectRegistry rewritten):
- Register/RegisterMultiPart/UpdatePosition compute the cell set via
  CellTransit.BuildShadowCellSet (the C2 find_cell_list flood) seeded by
  the entity's m_position cell id; the private 24m XY-grid rectangle and
  its single-landblock clamp are deleted. Flood spheres follow retail's
  CylSphere rule (base point + cyl radius, cap 10; BSP bounding-sphere
  fallback - Ghidra 0x0052b9f0). Statics flood with the do_not_load
  prune; dynamics (server spawns, isStatic:false) without.
- Keep-when-empty (SetPositionInternal num_cells gate, pc:283540): a
  failed flood leaves the previous registration in place.
- RefloodLandblock: streaming-race hook re-runs the flood when a
  landblock's cells hydrate (retail init_objects -> recalc_cross_cells,
  Ghidra 0x0052b420/0x00515a30); wired at GameWindow's hydration tail.
- GameWindow sites pass the server position's full cell id as the seed
  (spawn + UpdatePosition); the five static sites pass ParentCellId.

BUILDING CHANNEL (CSortCell.building shape):
- Building SHELLS are not shadow objects in retail (only caller of
  find_building_collisions is CSortCell::find_collisions 0x005340aa;
  one building per origin landcell, init_buildings 0x0052fd80 verified
  verbatim + ACE cross-ref). IsBuildingShell entities skip the registry;
  Transition.FindBuildingCollisions runs the shell part-0 BSP off
  cache.GetBuilding(cellId) with bldg_check set around it
  (find_building_collisions 0x006b5300), CollidedWithEnvironment on
  non-Contact non-OK. BuildingPhysics.ModelId = pre-resolved part-0
  GfxObj (0x02 Setups resolved at the CacheBuilding site).
- Placement/ethereal weakening: BSPQuery Path 1 passes center_solid=0
  when BldgCheck && HitsInteriorCell (BSPTREE::find_collisions 0x0053a82e
  + placement_insert 0x005399d8) so doorway crossings don't hard-fail
  against shell solids. SpherePath gains both retail fields;
  HitsInteriorCell is rebuilt at every cell-array build
  (build_cell_array reset 0x00509ef2 + find_cell_list/check_building_
  transit set sites).

QUERY (retail per-cell order, transitional_insert 0x0050b6f0):
- TransitionalInsert per attempt: env -> building (LandCell only) ->
  objects on the PRIMARY cell, then on OK the check_other_cells pass
  (env -> building -> objects per OTHER overlapped cell) + the
  carried-cell advance - the advance now happens AFTER all per-cell
  object passes (the WF1 ordering divergence), with Adjusted/Slid
  feeding the retry exactly like retail's OK_TS case.
- FindObjCollisionsInCell = CObjCell::find_obj_collisions (0x0052b750):
  iterate ONLY the asked cell's list. DELETED: the radial 9-landblock
  sweep, the +5m query pad, the b3ce505 indoor-primary gate, and the
  isViewer exemption (the camera is bounded by interior cell-BSP env
  collision - retail's own channel; CameraCornerSealReplayTests pins it
  against real dat, and the new building-channel camera test pins the
  outdoor stop).

TESTS: Core 1416/0/2 (was 1398 + 4 pre-existing #99-era fails + 1 skip),
App 225, UI 420, Net 294 - all green.
- 3 of the 4 #99-era reds flipped green as designed: the door apparatus
  (Apparatus_Grounded_50cmOffCenter_FrontApproach_Blocks) and tick-13558
  (indoor walkthrough) now assert the door BLOCKS; tick-22760 pins the
  outdoor blocking invariant.
- The 4th (BSPStepUp D4) + 22760's lateral-slide delta are NOT cell-set
  problems (probes prove the door is found + BSP-only dispatched;
  BR-7 left both byte-identical) - filed as issue #116 (slide-response
  family), D4 skipped with the issue reference.
- FindEnvCollisionsMultiCellTests migrated to the public entry (the A4
  multi-cell halt now lives at the retail call site).
- New registry pins: per-cell query surface, outdoor-footprint-never-
  indoor (#98 architectural), door-outdoor-cell membership, reflood.
- CameraCollisionIndoorTests rewritten against the building channel
  (the isViewer-exemption pins died with the exemption).

Closes #99 (doors block both ways via registration-time cell membership
+ the straddle-spanning player cell array). #97 likely closed (the +5m
radial pad that produced phantom-collision candidates is gone) - verify
at T5. #98 stays closed ARCHITECTURALLY (outdoor footprints structurally
cannot reach interior cells; the cellar harness stays green).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 14:37:50 +02:00
Erik
b49ed904c3 feat(phys): A6.P4 slice 1 — portal-reachable cellSet includes outdoor cells
Closes #99 (run-through doors regression from b3ce505).

The b3ce505 stopgap for #98 gates the outdoor 24m radial sweep on indoor
primary cells. Combined with ShadowObjectRegistry.GetNearbyObjects'
"skip outdoor ids" filter on the cellScope-pass loop, this meant doors
registered at outdoor cells (default cellScope=0u for server-spawned
entities at GameWindow.cs:3139) were invisible to spheres on the indoor
side of a doorway threshold — walk-through.

Pre-flight reads found that CellTransit.FindCellSet already adds
outdoor cells to its candidate set when the sphere straddles an
OtherCellId=0xFFFF exit portal (via AddAllOutsideCells triggered by
exitOutside=true inside the indoor-seed BFS). The fix is to stop
filtering those outdoor ids out before iterating, and rename the param
to portalReachableCells to reflect what the set actually contains.

- Q1: Indoor EnvCell.VisibleCellIds is indoor-only in all 16 cottage
  fixtures (low 16 bits ≥ 0x0100). OtherCellId=0xFFFF on portals
  marks "exit to outdoor world" without naming a specific cellId; the
  specific outdoor cell is computed by AddAllOutsideCells from world
  XY when the sphere straddles the exit portal.
- Q2: GameWindow.cs:3139 ShadowObjects.Register for server-spawned
  entities passes no cellScope → default 0u → outdoor 24m grid
  registration. UpdatePosition (line 145) does the same on movement.
  Doors are confirmed outdoor-registered.

Slice 1 makes a smaller change than the spec proposed (no new
parameter; just drop the existing filter), because FindCellSet's
existing exit-portal logic already exposes the needed outdoor cells.
The retail-faithful registration-side BuildShadowCellSet refactor and
the b3ce505 gate removal stay scheduled for slices 2-3.

Verification:
- 24/24 ShadowObjectRegistryTests pass (incl. two new slice 1 tests:
  IndoorPrimary_OutdoorCellInPortalSet_DoorReturned closes #99;
  IndoorPrimary_IndoorOnlyPortalSet_OutdoorRadialStillSkipped
  regression-pins #98)
- 11/11 CellarUpTrajectoryReplayTests pass (LiveCompare_FirstCap_
  FixClosesCottageFloorCap stays green)
- dotnet build AcDream.slnx: 0 errors, 0 warnings
- Pre-existing 6-8 static-state-leakage failures in serial physics
  suite verified unchanged by stash+retest baseline check

Visual verification pending: walk Holtburg cottage doorway from both
sides; door blocks both directions; cellar still climbable.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 08:10:32 +02:00
Erik
d53891557d feat(phys L.2g slice 1): ShadowObjectRegistry.UpdatePhysicsState
New mutator that overwrites cached PhysicsState bits on every shadow copy
of the named entity. The existing CollisionExemption.ShouldSkip(...) check
(acclient_2013_pseudo_c.txt:276782) reads the same cached field, so a
post-spawn ETHEREAL flip is now honored on the next resolver tick without
any resolver-path change.

Retail anchor: CPhysicsObj::set_state at acclient_2013_pseudo_c.txt:283044.
Slice 1 scopes to the bare state-write — retail's cosmetic side-effect
handlers (0x800 lighting, 0x20 nodraw, 0x4000 hidden) don't fire for the
ETHEREAL bit and stay deferred.

Three TDD tests cover: ETHEREAL flip from 0->0x4; unregistered-entity
no-op; entity spanning multiple cells gets all copies updated.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 22:22:32 +02:00
Erik
ffefc6977f feat(physics): live-entity collision plumbing (Commit A)
Plumbing-only foundation for the upcoming live-entity (NPC / monster
/ player) collision port. No behavior change — the new fields default
to zero/None so the 5 existing static-entity Register call sites in
GameWindow.cs are untouched.

Wire layer:
- CreateObject parser now surfaces PhysicsState (acclient.h:2815 —
  ETHEREAL_PS=0x4, IGNORE_COLLISIONS_PS=0x10, HAS_PHYSICS_BSP_PS=0x10000,
  ...) which the parser previously dropped at line ~337 with a bare
  `pos += 4`.
- CreateObject parser now surfaces ObjectDescriptionFlags (the retail
  PWD._bitfield trailer per acclient.h:6431-6463), where
  acclient_2013_pseudo_c.txt:406898-406918 ACCWeenieObject::IsPK /
  IsPKLite / IsImpenetrable read bits 5 / 25 / 21 directly. Previously
  read-and-discarded.
- WorldSession.EntitySpawn carries both new fields through to subscribers.

Physics layer:
- New `EntityCollisionFlags` enum (IsPlayer / IsCreature / IsPK /
  IsPKLite / IsImpenetrable) + `FromPwdBitfield` helper. Bit
  positions verified against retail's SetPlayerKillerStatus (
  acclient_2013_pseudo_c.txt:441868-441890) which maps
  PKStatusEnum→bitfield exactly: PK=0x4→bit5, PKLite=0x40→bit25,
  Free=0x20→bit21.
- `ShadowEntry` extended with `State` (raw PhysicsState bits) +
  `Flags` (decoded EntityCollisionFlags). Backward-compatible — all
  five existing landblock-entity Register call sites omit them.
- `ShadowObjectRegistry.UpdatePosition(entityId, pos, rot, ...)` —
  fast-path for the 5–10 Hz UpdatePosition (0xF748) stream the server
  emits per visible entity. Reuses the entry's existing shape +
  state + flags. Mirrors retail's CPhysicsObj::SetPosition
  (acclient_2013_pseudo_c.txt:284276) which keeps the same shape and
  re-registers cell membership.
- `ObjectInfoState` adds `IsPK = 0x800` and `IsPKLite = 0x1000`
  matching retail's OBJECTINFO::state bits (acclient.h:6190-6194).
  Used by Commit C's PvP exemption gate.

Tests:
- `EntityCollisionFlagsTests` — 7 tests covering empty / each bit
  alone / PK+player combo / unrelated-bit ignore.
- `ShadowObjectRegistryTests` — 5 new tests: UpdatePosition moves
  entry to new cell, preserves State/Flags, unregistered no-op,
  Register stores State/Flags, defaults are zero/None.
- `CreateObjectTests` — 3 new tests verifying PhysicsState + PWD
  bitfield (with PK / PKLite bit cases) parse and surface.

1454 → 1454 + 15 = covered by suite. dotnet build + dotnet test
green.

Foundation for Commit B (live-entity registration) and Commit C
(PvP exemption block in FindObjCollisions).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 13:12:56 +02:00
Erik
e12d255d2e feat(physics): port full CTransition collision response from pseudocode
Replace simplified push-out with retail-faithful SlideSphere and
AdjustOffset from transition_pseudocode.md. Crease-projection between
collision normal and contact plane produces smooth wall-sliding.
Object collision uses proper rotation transform to object-local space.

SlideSphere (section 6): computes crease direction via cross product
of collision normal and contact plane normal, projects displacement
onto the crease, then applies the correction offset. Handles three
cases: crease exists, parallel same-direction, parallel opposing.

AdjustOffset (section 6): adds safety check to keep sphere above
contact plane by computing signed distance and pushing up along Z
when the sphere dips below.

FindObjCollisions: removes ad-hoc penetration push-out, now calls
SlideSphere after BSP hit detection for proper wall-slide behavior.

Also fixes: ShadowEntry gains Rotation field, tests updated to match
Register signature, unused variables removed from GameWindow.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 11:17:45 +02:00
Erik
e2f0c8580e feat(physics): cell-based ShadowObject collision
Register static entities into terrain cells during streaming.
Transition system queries nearby objects and runs BSP collision.
Player can no longer walk through trees and buildings.

- ShadowObjectRegistry: 24m×24m cell index, Register/Deregister/
  RemoveLandblock/GetNearbyObjects matching retail AC's approach
- PhysicsEngine: ShadowObjects property + DataCache wiring point;
  RemoveLandblock now also clears shadow objects; TryGetLandblockContext
  helper lets Transition resolve landblock id+offset for a world pos
- Transition.FindObjCollisions: queries registry, broad-phase sphere test,
  narrow-phase BSPQuery.SphereIntersectsPoly in object-local space,
  returns Slid on hit to redirect movement along the surface
- GameWindow.ApplyLoadedTerrainLocked: registers each static entity after
  physics BSP data is cached; selects radius from BSP bounding sphere or
  Setup.Radius; wires PhysicsDataCache into engine on OnLoad
- 16 new ShadowObjectRegistry unit tests, all 361 tests green

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-14 11:05:09 +02:00