Root cause (capture resolve-107-login1.jsonl + dat conformance scan): ACE
restored the player with a POISONED (cell, position) pair — cell 0xA9B40162
(one building) with a position inside 0xA9B40171 (a different building 55 m
away). Our entry snap trusted the claim verbatim: the player stood
fake-grounded for minutes (isOnGround passthrough, no contact plane, no
walkable polygon — zero-move resolves short-circuit), the FIRST movement input
ran a real transition, the pick demoted the indoor claim to outdoor
mid-building, and the player fell 2.4 m through the cottage floor onto the
terrain underneath — wedged inside the building shell. The second wedge shape
(flood-fix-gate2.log) was the PortalSpace freeze: the teleport-arrival
detection gated on `differentLandblock || farAway>100m`, an invented
heuristic — ACE's same-landblock short-hop corrections matched neither, so
PortalSpace never exited and movement input stayed frozen all session.
Four legs, all retail-anchored:
1. PhysicsEngine.Resolve (the player snap path: login entry + teleport
arrival) now runs AdjustPosition first — retail SetPositionInternal step 1
(acclient :283892, AdjustPosition :280009): validate/correct the claimed
cell from the foot-sphere center BEFORE any physics. Corrections log one
[spawn-adjust] line.
2. AdjustPosition's previously-deferred indoor seen_outside →
adjust_to_outside sub-fallback (:280037-280046) is completed; CellPhysics
gains the SeenOutside flag (dat EnvCellFlags.SeenOutside) cached in
CacheCellStruct. The camera path does not reach this sub-branch in the
gated scenarios (CameraCornerSealReplayTests green).
3. PortalSpace arrival = ANY player position update (holtburger PlayerTeleport
handler conformant; recenter still only on landblock change). Verified
live: ACE sent a same-lb dist=69.8 correction that the old gate would have
frozen on — it now completes.
4. Outbound wire (cell, position) pairs are now SELF-CONSISTENT: derive the
landblock frame from the resolver's full cell id instead of welding a
position-derived landblock onto its low word — the old composition could
write exactly the poisoned pair shape into ACE's character save. Plus the
#106-gate-2 hold extension: an indoor spawn claim waits for the claimed
cell's hydration (IsSpawnCellReady) so the validation can act — the async
equivalent of retail's synchronous cell load.
Live verification (wedge-107-verify1.log): entry clean; ACE's same-lb teleport
correction completed (old code: permanent freeze); the teleport destination
itself carried ANOTHER poisoned claim (0xA9B40150) which [spawn-adjust]
corrected to 0xA9B40019; player fully controllable, walking across landcells.
3 new dat-backed conformance tests pin the poisoned-pair facts
(Issue107SpawnDiagnosticTests). Baseline: 1380+4 pre-existing #99-era
failures+1 skip / 223 / 420 / 294.
Pending user gate: park indoors, log out gracefully, relaunch — expect a clean
indoor spawn standing on the interior floor.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Replays the captured corner/exit "escape" sweeps (corner-seal-capture.log) through
the real ResolveWithTransition with the camera probe call shape. Geometry-map
diagnostic proves every zero-contact traversal runs through a REAL opening: the
0170 exit-door portal for the viewer-outdoor frames; the 0171↔0173↔0172 doorway
chain (0173 = 20 cm threshold cell) for the corner-press frames. Captured eyes land
inside door-opening rectangles; the containment walk shows no path point in solid
cell volume; 8,703/14,230 indoor sweeps in the same capture collided correctly
(pull-in up to 2.77 m) — camera collision works, nothing penetrates.
The user-visible "background at the corner" is therefore NOT collision — it is the
§2a edge-on portal-clip collapse with the eye hovering at the doorway plane. Both
§4 siblings converge on one render-side mechanism: edge-on clip collapse near
opening planes. Next per the 2026-06-08 handoff §5.3: read retail's edge-on clip
oracle (PView::GetClip :432344, PView::ClipPortals :433572, polyClipFinish :702749)
before designing the fix.
Assertion fact = characterization pinning the verified behavior (openings pass
clean); Diagnostic fact = dispatch trace + room map + containment apparatus.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Gate-2 fallout chain: session 1's bare-id wedge poisoned ACE's save (the
client reported garbage cells while walking through walls), so session 2
logged in with (cell=0xA9B4013F inn interior, pos=(91.4,32.7)) — a
position that cell does not contain. Probe evidence: exactly one
[cell-transit] line all session; the player free-fell into an empty
world. Two holes, both fixed at the root:
1. CellTransit pick escape hatch — restores the #83/A1.7 + #90
verification that lived in PhysicsEngine.ResolveCellId before the
collide-then-pick rewrite moved membership into
BuildCellSetAndPickContaining: an indoor current cell that IS
hydrated but whose CellBSP no longer overlaps ANY part of the foot
sphere is a bogus claim (corrupt save, or walked out through an
unblocked gap). The portal BFS can never reach an exit portal from a
cell the sphere isn't in, so no candidates exist and the claim held
forever — wedging collision (ShadowObjectRegistry's #98 gate reads
"indoor primary" -> outdoor object sweep skipped), wall BSP, terrain,
and the render root. The pick now demotes to the outdoor column under
the sphere centre (the LandDefs.AdjustToOutside result already
computed for the pick — cross-block safe). Sphere-overlap
(BSPQuery.SphereIntersectsCellBsp, pseudo_c:317666 -> :323267), NOT
point-in: doorway push-back leaves the centre a few cm outside while
the sphere still overlaps — no demotion, #90's ping-pong stays dead.
An unhydrated cell cannot be verified — stale beats null while
streaming hydrates (retail-equivalent: stale curr_cell kept when the
pick finds nothing).
2. PlayerModeAutoEntry spawn-ground hold — player-mode entry now waits
for the terrain under the spawn position to stream in
(isSpawnGroundReady predicate, K.2 pattern). Entering earlier
integrates gravity against an empty world: indoor-claimed spawns got
no floor from any source and free-fell into the void; outdoor spawns
raced hydration by ~1s every login. Retail never has this state (it
loads cells synchronously) — the hold is the async-streaming
equivalent of that invariant. With the hold, the entry snap
(Resolve, stepUp=100) runs against hydrated cell floors + terrain
and re-seats a corrupt save's claim immediately.
Tests: IndoorSeed_SphereFullyOutsideHydratedCell_DemotesToOutdoorColumn
(the gate-2 wedge shape, red pre-fix), straddle + no-BSP guards (the #90
hysteresis and stale-beats-null), TryEnter_Armed_SpawnGroundNotReady_
DoesNotFire. Full suite: 294+218+420 green; Core 1375 green + the same
4 pre-existing door/#99-era failures + 1 skip.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The #106 live gate run was sabotaged by a pre-existing bug the corrective
ACE teleport exposed: PhysicsEngine.Resolve (the legacy Phase-D resolve,
still used by the teleport-arrival snap at GameWindow.cs:4869 and the
player-mode-entry snap at :11295) returned BARE low-word cell ids on
every computed exit (ComputeOutdoorCellId, bestCell.CellId & 0xFFFF,
nextCellIndex, enterCellIndex). The teleport committed 0x0000013F into
PlayerMovementController.CellId, and a bare indoor id wedges the entire
membership chain:
- GetCellStruct(0x0000013F) misses (cells are keyed full-prefix) -> no
indoor wall BSP -> walk through walls;
- the b3ce505#98 gate reads "indoor primary" -> outdoor object radial
sweep skipped -> NO object collision anywhere in the world;
- BuildCellSetAndPickContaining early-returns an unresolvable id forever
(block 0x0000 is a real far-NW map block) -> membership frozen;
- render root never resolves -> interiors draw empty when stepping in.
Probe evidence: probe-cell-106-gate.log has exactly 2 [cell-transit]
lines for the whole session, both reason=teleport — the second one
(0xA9B3003C -> 0x0000013F) is the wedge. This is the L.2e "player CellId
tracked as bare low byte" finding (2026-05-12) finally biting; prefix
survival until now was a race artifact — Resolve only preserved the full
id when the landblock had not streamed in yet (passthrough exit), which
is why login snaps usually came out prefixed.
Fix: capture the matched landblock's key in Resolve's containment loop
and return lbPrefix | (targetCellId & 0xFFFF) on the computed exit —
the same full-32-bit convention Resolve's own doc comment states for
its inputs, and what both production callers (player snaps) require.
The passthrough exits (no landblock / step-reject) still return the
caller's id unchanged.
Tests: Resolve_IndoorStay_ReturnsFullPrefixedCellId (the teleport
shape, red pre-fix) + Resolve_OutdoorStay_ReturnsFullPrefixedCellId;
Resolve_LeaveIndoorCell_TransitionsToOutdoor's unmasked
`CellId < 0x100` assertion codified the bare behavior — now masked +
asserts the prefix. Full suite: 294+218+420 green; Core 1371 green +
the same 4 pre-existing door/#99-era failures + 1 skip.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The player's outdoor cell froze at the last in-block cell the moment they
walked over a landblock boundary (10,449-frame playerCell freeze in the
2026-06-09 capture; whole neighbouring-block interiors unenterable, plus
the running-distortion from the stale render anchor). Root cause: the
add_all_outside_cells port clamped BOTH the candidate proposal and the
find_cell_list containing-cell pick to the current landblock's 8x8 grid,
in a frame that silently assumed the current block sits at world origin.
One step over the line -> zero candidates -> FindCellSet returns
currentCellId forever.
Retail has no such clamp. Its cell math runs in a GLOBAL landcell grid
(lcoord 0..2039 spanning the map): get_outside_lcoord = blockid_to_lcoord
+ floor(blockLocalPos/24) with no bounds besides the map edge, and
lcoord_to_gid re-derives the landblock id from the lcoord's upper bits —
crossings are inherent, never special-cased.
The fix, decomp-cited throughout:
- New AcDream.Core.Physics.LandDefs: in_bounds (pc:68509),
blockid_to_lcoord (pc:68520), inbound_valid_cellid (pc:163438),
gid_to_lcoord (pc:163500), lcoord_to_gid (pc:171859),
get_outside_lcoord (pc:438690), adjust_to_outside (pc:438719).
Cross-checked against ACE LandDefs.cs; three artifacts documented and
avoided: BN's int8_t mis-render of block_y, BN's dropped 192f
BlockLength constant, and ACE add_cell_block's "FIXME!" same-block
guard (an ACE divergence, not retail).
- CellTransit.AddAllOutsideCells rewritten as the faithful sphere
variant (pc:317499 @0x00533630): adjust_to_outside re-seats the
(cell, position) pair cross-block, check_add_cell_boundary (pc:317229)
adds up to 3 neighbours by global lcoord, add_outside_cell (pc:317056)
has no same-block filter. adjust_to_outside failure breaks the sphere
loop (pc:533699 verbatim).
- BuildCellSetAndPickContaining: the outdoor containing-cell pick is now
the global XY-column under the sphere centre (AdjustToOutside), not
the [0,8)-clamped current-prefix reconstruction. Interior-wins order
and current-cell-first hysteresis unchanged.
- World->block-local frame conversion via the landblock origin already
registered in CellGraph (new TryGetTerrainOrigin); Zero fallback
preserves the legacy anchor-block assumption for unregistered terrain.
- Cross-landblock building entry comes free: the candidate snapshot now
contains neighbour-block landcells, so GetBuilding/CheckBuildingTransit
fire for cottages across the line (the capture's one failing entry).
Investigated FIRST per the pickup brief: the b3ce505#98 stopgap gate is
definitively exonerated — it is a collision-object query gate that fires
only for indoor primary cells; no membership path touches
ShadowObjectRegistry.
Tests: 31 new (25 LandDefs conformance incl. capture-geometry goldens
0xA9B40031 -> 0xA9B30038/0xA9B30034 and the northbound return; 4
AddAllOutsideCells cross-block; 3 FindCellSet membership goldens incl.
the non-anchor-frame origin conversion). Full suite: 294+218+420 green;
Core 1369 green + the 4 pre-existing door/#99-era failures + 1 skip
(unchanged from baseline).
Pseudocode + artifact notes:
docs/research/2026-06-09-landdefs-outside-cells-pseudocode.md.
Remaining acceptance: live boundary walk with ACDREAM_PROBE_CELL=1
(ISSUES.md #106).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Settles the long-standing lore that DatCollection is not thread-safe for reads,
for Chorizite.DatReaderWriter 2.1.7: replays acdream''s real four-population
access pattern (render / streamer / decode-pool / raw) against the live dats —
golden FNV-1a fingerprints taken single-threaded, then 8 threads x 25 shuffled
passes over ~2900 files spanning the cell heightmap/LBI/EnvCell set and the
portal texture chain (Environment -> Surface -> SurfaceTexture -> RenderSurface
incl. highres probes). Two layers: raw TryGetFileBytes (BTree + ReadBlock, no
caching) and typed TryGet with FileCachingStrategy.Never (full production
unpack path: ArrayPool + DatBinReader + ObjectFactory).
Result: ~1.1M concurrent reads, ZERO anomalies — byte-identical to golden.
Matches the line-level audit of the release/2.1.7 source (ReadBlock keeps all
cursor state in locals over a stable read-only mmap view; locked LRU BTree
node cache; ConcurrentDictionary file cache; fresh DatBinReader per call).
The real crash bug was dispose-during-read at teardown (fixed in 8fadf77).
Keep this as the regression guard for any future dat-reader version bump.
Skips cleanly when the dats are absent (CI), matching suite convention.
Full evidence: docs/research/2026-06-09-dat-reader-thread-safety-investigation.md
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause (pinned live, flap-churn.log at the Holtburg cottage doorway): the physics
body is byte-stable at rest (rawPlayer = 1 distinct value), but
PlayerMovementController.ComputeRenderPosition's Lerp(prev, curr, alpha) dithers the
render position by microns — the two physics-tick snapshots lag the settled body
(per-frame resolve edge-settles the resting sphere against the doorframe after the last
tick wrote curr) while the leftover-accumulator alpha varies every frame. The grazing-
doorframe camera-collision sweep (PhysicsCameraCollisionProbe.SweepEye) amplifies that
~1000x into a ~1.3 mm eye jitter (eye 17 distinct, RenderPosition 15 distinct) that trips
the PortalVisibilityBuilder clip -> the standing-still flicker (blue void / grass over the
cellar entrance) the user reported.
Fix: at rest (body velocity below RestVelocityEpsilonSq) render AT the authoritative
byte-stable body position instead of interpolating between two stale tick snapshots, so the
camera's pivot input is byte-stable and the sweep output stops jittering. Mirrors retail (a
resting object renders bit-stable) + the boom convergence snap
(RetailChaseCamera.ApplyConvergenceSnap, d2212cf), one layer earlier. Sub-tick interpolation
is preserved during motion (velocity above epsilon).
This SUPERSEDES the committed bounded-propagation plan: the live pin proved ZERO portal
re-enqueue churn during the flap (maxPop=1 across 13k oscillating frames; 0/63k reciprocals
ever clipped empty), so the flap was never the churn the spec hypothesized. The
ACDREAM_PROBE_PORTAL_CHURN apparatus did its job (refuted the hypothesis before the wrong
fix was built); plan/spec/memory updates to follow.
TDD: extracted the rest-snap into an internal-static pure ComputeRenderPosition; RED rest-
snap test (stale prev!=curr + varying alpha dithers) -> GREEN after the gate; motion test
guards interpolation; precondition test confirms a settled body's velocity is below the
gate threshold. 29 controller+cellar + 62 camera+portal tests green, no regression.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 2026-06-08 AM "physics rest micro-jitter" diagnosis is refuted with primary
evidence (door-recheck 216K standstill records: 0 position re-snaps; player
byte-stable during the flap). Two adversarial verification sub-agents confirmed:
- Retail roots the render at the camera viewer_cell (swept from the player via
SmartBox::update_viewer 0x453ce0; DrawInside(viewer_cell) 0x453aa0) and toggles
DrawInside / LScape::draw -- so acdream's eye-cell rooting + inside/outside
toggle are RETAIL-FAITHFUL. The locked-design "root at player cell" is wrong.
- The flap is render membership instability, eye-motion-driven: the visible-cell
set oscillates (8<->3) as the eye sweeps monotonically. Root = the
re-enqueue-on-growth DRIFT (PortalVisibilityBuilder.cs:322, MaxReprocessPerCell
=16) re-clipping each grown cell every round -> sub-cm eye jitter flips membership.
Fix (spec, not yet implemented): verbatim port of retail's enqueue-once flood
(ConstructView + AddViewToPortals): enqueue once on first discovery, clip each
cell's portals once, union late growth in place (AddToCell) + draw-reorder
(FixCellList), never re-enqueue. Kills the drift; rooting/camera/seal untouched.
This commit lands VERIFIED GROUNDWORK + design only:
- spec: docs/superpowers/specs/2026-06-08-portal-flood-enqueue-once-port-design.md
- findings: docs/research/2026-06-08-flap-physics-diagnosis-REFUTED-its-render-membership.md
- [pv-input] probe gains rawPlayer + yaw (disambiguates the varying input)
- 4 GREEN physics rest-stability tests (prove rest is bit-stable -> flap not physics)
- apparatus: launch-flap-capture.ps1, analyze_flap_live.py, find_burst.py
- captured fixtures: tests/.../Fixtures/flap-doorway/0xA9B4017{0..5}.json
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Checkpoint of the unified retail-faithful indoor render. The two-week HANG/grey is fixed and the
interior seals (live-verified by the user). Commits the session render-rewrite foundation together
with the fixes that made it functional.
- HANG fix: PortalVisibilityBuilder.Build portal flood did not terminate (the faithful ProjectToClip
near-side clip drifts per round, defeating the CellView dedup; the BFS had no bound after U.2a removed
MaxReprocessPerCell). Fix = drift-tolerant snapped/canonical CellView.Add dedup (PortalView.cs) plus
restored MaxReprocessPerCell=16 bounded re-enqueue (PortalVisibilityBuilder.cs). Re-enqueue is kept
(load-bearing for late-slice propagation, Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit);
only its count is capped. CellViewDedupTests added.
- Seal (DrawCells Task 2): RetailPViewRenderer.DrawEnvCellShells draws EVERY visible cell via
IndoorDrawPlan.ShellPass (was gated on the ClipFrameAssembler slot filter, leaving slot-less cells grey).
- Look-in FPS: GameWindow exterior look-in candidates limited to the player landblock +-1 (was all ~81
loaded LBs iterated every outdoor frame). No behaviour change (far cells were >48m, already culled).
Remaining dominant issue = the FLAP at transitions: viewer-cell metastability (render roots at the
camera-eye cell, which oscillates outdoor-indoor as the 3rd-person boom drifts across the doorway,
confirmed in render-sig). SEPARATE fix, NOT the DrawCells port. Full handoff + flap fix plan + tracked
follow-ups (#78 terrain, look-in-from-inside, look-in FPS, L-spotlight):
docs/research/2026-06-07-indoor-render-session-handoff.md.
Baselines: build 0 err; App.Tests 210/210; Core.Tests 1331 pass / 4 fail (pre-existing) / 1 skip.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail SmartBox::RenderNormalMode (0x453aa0:92665) branches DrawInside vs the
outdoor LScape::draw on is_player_outside (the PLAYER's cell, 0x451e80), then
roots DrawInside at the VIEWER cell. acdream keyed the whole branch off the
camera cell (clipRoot = visibility.CameraCell), so a 3rd-person chase camera
lagging in a doorway AFTER the player stepped outside took the DrawInside path
rooted at the threshold cell, where the exit-portal flood degenerates: grey
world + entities-through-walls. Now ShouldRenderIndoor(playerCellId,
viewerCellResolved) gates the branch on the player; the DrawInside root stays
the viewer cell (handoff invariant preserved).
SCOPE / HONESTY: this REDUCES the player-OUTSIDE doorway grey (visual-confirmed
reduced a lot) but does NOT fix the deeper symptom: when the player is in one
interior cell (cellar 0174) and the camera is in another (room 0171), the flood
roots at the camera cell and does NOT seal the player's cell, so the cellar
floor / interior walls drop to grey. That is the KNOWN R1-completion problem
(2026-06-05 Residual A handoff + 2026-06-02 design doc section 3: a
SHELL-SEALING / wrong-flood-root bug), not this branch.
Tests: Core 1331p / 4f (documented) / 1s, App 187p, build green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Complete Render Residual A's faithful port: PhysicsCameraCollisionProbe.SweepEye
now mirrors SmartBox::update_viewer (acclient_2013_pseudo_c.txt:92761) end-to-end:
- Start cell (pc:92824-92844): indoor (>=0x100) seats the sweep at the head-PIVOT
via PhysicsEngine.AdjustPosition (the cellar-lip case — feet in the low connector,
head up at floor level); outdoor keeps the player cell.
- Sweep pivot -> sought-eye from the seated start cell (unchanged 0x5c viewer flags).
- Success (pc:92870): set_viewer(curr_pos), viewer_cell = curr_cell.
- Fallback 1 (pc:92878): AdjustPosition(sought_eye).
- Fallback 2 / no-cell (pc:92775, 92886): snap to player, viewer_cell = null. This
also makes cellId==0 faithful (was returning the desired eye; retail snaps to
player_pos) and adds the playerPos arg to ICameraCollisionProbe.SweepEye.
Supporting: ResolveResult.Ok surfaces FindTransitionalPosition's return (retail
find_valid_position != 0, pc:273898) so SweepEye knows when to fall back.
TDD: 11 new tests (FindVisibleChildCell 4, AdjustPosition 3, ResolveResult.Ok 2,
SweepEye orchestration 2). The seating test's RED proved the sweep does NOT auto-
advance feet->room, so the pivot-seated start cell is genuinely decisive. Core
1326 pass / 4 documented-fail / 1 skip; App 179 pass / 0 fail. No regression.
Per the live-capture finding, the visible payoff is the cellar-corner (point 3);
the cottage-room bluish void stays for residual C. Spec:
docs/superpowers/specs/2026-06-05-residual-a-camera-collision-design.md.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The two Core physics primitives retail's SmartBox::update_viewer calls down into,
ported verbatim (TDD, 7 new tests):
- CellTransit.FindVisibleChildCell (CEnvCell::find_visible_child_cell, pc:311397):
return the cell whose cell-BSP point_in_cell contains a world point — start cell
first, then (stab-list mode) the start's VisibleCellIds or (portal mode) its
direct portals. Sibling of FindCellList. Mirrors FindCellList's null-CellBSP skip
(CellTransit.cs:518) so a cell lacking hydrated CellBSP doesn't spuriously claim
every point via PointInsideCellBsp's null-node "inside" default.
- PhysicsEngine.AdjustPosition (CPhysicsObj::AdjustPosition, pc:280009): resolve a
point's cell from a seed. Indoor (>=0x100) → FindVisibleChildCell(stab-list);
outdoor → landcell snap (same grid lookup as ResolveCellId). The seen_outside
sub-fallback is deferred (off the cottage/cellar path; spec §6).
Both are unwired into any production path — they land the machinery update_viewer's
start-cell + fallback 1 need (and that residual C also needs). The App SweepEye
orchestration that calls them lands next.
Decomp-faithful per the live-capture finding: A's V1 sweep already contains the eye
(eyeInRoot=Y 99.75%, never void); this completes A as a verbatim port. Spec:
docs/superpowers/specs/2026-06-05-residual-a-camera-collision-design.md.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The stale-footCenter fix (cc4590f) is visually confirmed: cellar ascent is
smooth, inn door still blocks, generic step-up still climbs. The residual
9/29 (0,-1,0)-sliding-normal records did NOT manifest in live play —
confirming they were buggy-trajectory artifacts.
Remove the temporary investigation scaffolding added for this trace:
- [fc-dispatch] probe in BSPQuery.FindCollisions
- [step-sphere-down] probe in BSPQuery.StepSphereDown
- CellarLipWedgeTests.Diagnostic_TraceRecordByIndex [Theory]
Kept: the fix, the Fix_StaleFootCenter_* regression guards, and the
DocumentsResidualWedge_* documents-the-bug test. Core suite 1317 pass /
4 fail (documented baseline) / 1 skip.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Root cause of the "blocked at the last cellar step" wedge (the primary,
ramp-climb family — 20/29 captured records). The prior session's pinned
"find_walkable is never called during the step-down" was a probe artifact:
a fresh [fc-dispatch]/[step-sphere-down] trace proves Path-3 StepSphereDown
IS reached for both the carried cell and the iterated other-cell.
The real divergence is in Transition.CheckOtherCells. Retail's
check_other_cells (acclient_2013_pseudo_c.txt:272735 → (*cell+0x88)(this))
re-collides the OTHER cells against the LIVE sphere_path.global_sphere — the
position AFTER the primary insert_into_cell ran. The primary collide can MOVE
the sphere: a Path-5 full-hit dispatches step_sphere_up, and a successful
step-up climbs the foot onto the cottage floor yet still returns OK. acdream
instead reused a footCenter snapshot captured BEFORE the primary collide, so
once the lip-riser step-up climbed the foot onto the floor, check_other_cells
still queried 0171 at the pre-climb (sunk ~0.25 m below the floor) position →
the foot spuriously near-missed the very floor it had climbed onto →
neg_step_up → a doomed second step_up vs the floor normal (0,0,1) whose
step_up_slide unwound the climb → validate_transition reverted → 0% advance.
Fix: re-read footCenter = sp.GlobalSphere[0].Origin at the top of
RunCheckOtherCellsAndAdvance (one line). Pre-fix 0/29 wedge records advanced;
post-fix 20/29 climb onto Z≈94.
No regression: full Core suite 1321 pass / 4 fail (the documented baseline:
Apparatus_Grounded_50cmOffCenter, 2× DoorBugTrajectoryReplay LiveCompare_*,
BSPStepUpTests.D4) / 1 skip. The 2 door LiveCompare divergences are
byte-identical with/without the fix (the door's step_up FAILS → sphere
restored → position unchanged → footCenter == live).
Tests: CellarLipWedgeTests.Fix_StaleFootCenter_RampRecordClimbsCottageFloor +
Fix_StaleFootCenter_MajorityOfWedgeRecordsAdvance (new, GREEN).
DocumentsResidualWedge_LiveFloorCp_SlidingNormalKillsPlusY documents the
remaining 9/29 (0,-1,0)-sliding-normal +Y-kill family (slide territory,
deferred to the visual gate).
Apparatus retained (gated on ACDREAM_PROBE_INDOOR_BSP): [fc-dispatch] in
BSPQuery.FindCollisions + [step-sphere-down] in BSPQuery.StepSphereDown +
CellarLipWedgeTests.Diagnostic_TraceRecordByIndex — strip once the residual
is resolved.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
P2 / M1.5 "blocked at the last step" cellar-lip wedge. This session built a faithful
deterministic reproduction and peeled the cause through six evidence-disproven framings
to one bounded question. NO fix landed — the last layers were each disproven by evidence,
and guessing at the load-bearing collision code is the saga's failure mode.
Apparatus:
- CellarLipWedgeTests.cs + Fixtures/cellar-lip/ (3 real cell dumps + wedge-records.jsonl =
29 captured ACDREAM_CAPTURE_RESOLVE wedge calls). Replays the exact calls + body-before
through the lip-cell engine: all 29 reproduce at 0% advance in <200 ms. Tests are
documents-the-bug / diagnostics (GREEN while the wedge exists).
- TEMP probes ([path5-wall]/[fw-enter]/[find-walkable] in BSPQuery; [neg-poly]/[stepsphereup]/
[stepdown-decide]/CheckOtherCells cn/sn/negHit in TransitionTypes), gated on
ACDREAM_PROBE_INDOOR_BSP, marked STRIP. TransitionTypes neg-poly shortcut has a reverted-fix
comment (slide attempt didn't clear the wedge).
- tools/cdb/retail-*-trace.cdb (retail cdb traces).
Findings (handoff: docs/research/2026-06-04-p2-cellar-lip-flatfloor-cp-handoff.md, see the
"NEXT-SESSION KICKOFF" at top):
- Flat-floor contact plane is retail-faithful (v1 trace, full-file correlation). NOT the bug.
- PosHitsSphere cull sign is retail-faithful (cdb -z verified; the Binary Ninja `test ah,N; jp`
parity-jump reads inverted — caught + reverted a wrong fix from that mis-read).
- Sphere radius correct (0.48 player / 0.30 camera probe).
- Retail connector cell 0xA9B40175 never blocks (CEnvCell::find_collisions trace: 0 Collided/Slid).
- PINNED: during the step-up's step-down, BSPQuery.FindWalkableInternal is never called for cell
0171, so the cottage floor (poly 0x0023, Z=94) is never tested as walkable -> no contact plane
-> step-up fails -> StepUpSlide=Collided -> wedge.
Next: trace FindEnvCollisions -> FindCollisions path dispatch for 0171 during StepDown=true (why
StepSphereDown/find_walkable is skipped), port retail, validate via CellarLipWedgeTests, regress
DoorBugTrajectoryReplayTests + visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 2026-06-03 handoff localized the failing Core tests to the BSP Path 5
step-up CLIMB (find_walkable/step_sphere_down). An ITestOutputHelper capture
of B1 disproved that: the climb code is correct (matches ACE
Polygon.adjust_sphere_to_plane / BSPTree.step_sphere_down exactly). The real
bug is the A6.P4 near-miss dispatch in FindCollisions' Path 5 (Contact
branch), which diverged from retail three ways:
1. Recorded a near-miss NegPolyHit UNCONDITIONALLY. Retail gates both
set_neg_poly_hit calls behind `if (num_sphere > 1)`
(acclient_2013_pseudo_c.txt:323852).
2. Checked the foot sphere's near-miss before the head's. Retail checks
the head (sphere1) first.
3. Mapped foot->neg_step_up=false / head->true. Retail maps head(index 0)
->false (slide), foot(index 1)->true (step-up), per
SPHEREPATH::set_neg_poly_hit (:323279, neg_step_up = arg2).
For B1's single foot sphere, the spurious near-miss -> outer loop
`!NegStepUp -> SetCollisionNormal + Collided` -> revert: the grounded mover
wedged at x=0.1 and never advanced to the wall to step up. With the verbatim
gate, a single-sphere near-miss records nothing, the sphere advances,
full-hits the wall, and step_sphere_up climbs the 0.25 m step (verified via
probe capture: foot ends at (0.6, 0, 0.25)).
The Holtburg cottage door still blocks faithfully (door slab (0,-1,0) normal,
stops in front of the door) when the scenario has a real floor — confirmed
this change does not regress the door.
The two BSPQueryTests Path5 near-miss tests used a single sphere (the very
non-retail assumption that caused this wedge); converted to the production
2-sphere shape where the head sphere records the near-miss, matching retail.
Core 1312 pass / 4 fail (the 4 pre-existing: 3 door documents-the-bug + D4
airborne, none regressed here); App 177 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The P1 "doorway membership lags retail" premise is FALSIFIED. acdream's swept
ResolveWithTransition already matches retail's true per-frame curr_cell: the
production gate ProductionPath_IndoorCrossings reads 9/9 on the indoor 0170<->0171
crossings with NO code change, once fed an aligned retail golden.
Root cause of the false 0/11: CPhysicsObj::SetPositionInternal calls change_cell
(acclient_2013_pseudo_c.txt:283456) BEFORE set_frame writes m_position (:283458),
so the original golden (find-cell-list-capture.cdb, read at the change_cell BP)
paired each frame's NEW cell with the PREVIOUS frame's position — a one-frame skew.
Verified 3 ways: the decomp ordering; golden_picked[i] == geom(golden_position[i+1])
for all 22 rows; acdream's static pick == golden_picked[i-1] for all rows. Both
retail and acdream pick with center-only point_in_cell on global_sphere[0] (no XY
lead; cache_global_sphere @ pc:274196). curr_cell commits via validate_transition
(@ pc:272608, curr_cell = check_cell) = the find_cell_list pick, structurally
identical to acdream's RunCheckOtherCellsAndAdvance -> FindCellSet -> SetCheckPos.
There was nothing to port; a swept advance would make membership LEAD by a frame.
- tools/cdb/find-cell-list-capture-aligned.cdb: re-capture reads the committed
position from the set_frame that follows change_cell (cell+position same instant).
- Fixtures/find-cell-list-threshold.log: replaced with the aligned capture.
- ThresholdPortalCrossingReplayTests / FindCellListConformanceTests: rewritten from
documents-the-bug to assert retail truth (per-segment / per-indoor-pick equality).
- handoff + notes + README + memory: banners correcting the disproven premise.
Still open (NOT indoor membership, which is DONE): outdoor->indoor 0031<->0170 entry
conformance (needs landcell + building stab in the gate cache); master-plan cleanups
(delete CheckBuildingTransit, unify find_env_collisions, demote ResolveCellId) refactor
working retail-faithful code -> need explicit user approval.
Conformance 60 pass / 1 skip / 0 fail; full Core 1309 pass / 5 fail (pre-existing
2 BSPStepUp + 3 door-collision = P2) / 1 skip.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replays the golden indoor 0170<->0171 segments through the real
PhysicsEngine.ResolveWithTransition (engine builds the global sphere + sweeps;
cells loaded from dats with real BSP). Result: 0/11 match retail. Every segment
restPos==target (the sweep completes the move) but CellId stays on the SOURCE
cell — acdream moves the body across the doorway yet NEVER advances curr_cell.
So the 'probe artifact' hypothesis is FALSIFIED: production membership genuinely
lags retail.
Refined mechanism: both retail and acdream PICK with center-only point_in_cell
(architect's radius-aware-pick hypothesis falsified, confirmed by reading
CEnvCell::point_in_cell -> BSPTREE::point_inside_cell_bsp). The gap is retail's
curr_cell ADVANCES across the portal mid-sweep (swept crossing / leading sphere
point) while acdream's swept advance keeps the source cell. P1 ports that advance.
ProductionPath_IndoorCrossings_DivergeFromRetail_PendingP1 is the RED gate the P1
fix must turn GREEN. Conformance 60 pass / 1 skip / 0 fail.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
P0 Task 6 complete. Captured live retail membership at the 0031<->0170<->0171
doorway via cdb on CPhysicsObj::change_cell (symbol-driven; offsets verified by
discover-types.cdb; PDB MATCH). 22 transitions, clean monotonic sequence, NO
ping-pong (retail is correct-by-construction). Golden:
Conformance/Fixtures/find-cell-list-threshold.log.
ROOT-CAUSE FINDING (the central P1 work): retail transitions membership at the
PORTAL CROSSING (CEnvCell::find_transit_cells @ 0x52c820 pc:309968 — sphere crosses
the doorway polygon plane), while acdream's FindCellList re-picks by POINT-IN-CELL
containment at the foot. Retail commits room 0171 while the foot is STILL inside
vestibule 0170's BSP (in_0171=0); acdream lags. ALL 22 transitions diverge for this
one criterion mismatch — not a per-cell hysteresis or a building-entry-only split.
This is master-plan §0 'hysteresis gap' confirmed against the real client.
FindCellList_DoorwayThreshold_DivergesFromRetail_PendingP1 (documents-the-bug, GREEN)
+ ThresholdDivergenceDiagnosticTests (per-transition containment print) pin it; both
flip when P1 ports the directed portal crossing. Conformance 59 pass / 1 skip / 0 fail;
full Core 1308 pass / 5 fail (baseline) / 1 skip — no new failures.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
P0 Tasks 6 (autonomous half) + 7. FindCellList_DoorwayThreshold_MatchesRetailTrace
asserts acdream's pick == each captured retail pick; skips until the capture
fixture lands. PvsConformanceTests scaffolds the render visible-set golden
(skipped; filled in P4). ConformanceDats.FixturesDir resolves fixtures from the
source tree (issue98 pattern). Notes record: existing retail traces are
collision-only (no membership) so the strict P1 gate needs the one live capture;
plus the P1 re-scope finding (Stage-1 membership already on this branch).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
P0 Task 5. RetailTrace parses the [fcl] golden format (seed/pos/picked,
RetailCellPick); 4 TDD tests green. find-cell-list-capture.cdb targets
CPhysicsObj::change_cell (commit-on-diff) to capture retail's accepted
membership sequence at the doorway; README is the operator runbook
(dt offset verification + decode_retail_hex float decode). The live run
is P0's one user-gated step (Task 6 mines existing traces first).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
P0 Task 4. FindCellList resolves a sphere deep inside room 0171 -> 0171,
deep inside vestibule 0170 -> 0170, and re-picks 0170 from a stale 0171
seed (membership re-picks by containment, not the seed). Retail-faithful
by construction (candidate cells loaded from the real dats). The subtle
doorway-threshold pick is the trace-backed golden (Task 6).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
P0 (verbatim-spatial-pipeline-port) Tasks 1+2. ConformanceDats loads the
cottage-doorway cells from the real dats with their real ContainmentBsp;
CottageDoorwayCharacterizationTests maps the Holtburg 0140..017F indoor
neighborhood and pins the master-plan threshold building (origin
161.93,7.50,94.00): 0xA9B40170 vestibule (exit portal 0xFFFF + portal to
0171), 0xA9B40171 room. Grid math confirms the outdoor side is landcell
0xA9B40031 -> the 0031<->0170<->0171 ping-pong is verified real. Verified
interior points recorded for the point_in_cell/find_cell_list goldens.
Plan: docs/superpowers/plans/2026-06-03-p0-conformance-apparatus.md
Notes: docs/research/2026-06-03-p0-conformance-apparatus-notes.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
THE doorway flap root cause, found via [flap-cam]/[shell]/[cell-transit] (2026-06-03):
the player spawned + stood still in the room (cell 0171, NO [cell-transit] after teleport),
yet the render rooted at the vestibule (0170) for all 77,951 frames — drawing only 0170's
~8-triangle shell, the rest = GL clear color = the bluish void.
CellGraph.CurrCell IS "the player's cell" (the render root), but it was written by
SetCurrAndReturn inside the PER-ENTITY ResolveWithTransition + ResolveCellId — so EVERY NPC
wrote it. A Holtburg NPC (0x000F4240) jump-looping near the doorway clobbered the player's
render root every tick. Standing still (player makes no resolve calls) the NPC's write wins
→ stuck blue void; moving, player/NPC writes fight → the flap. This is why the membership
pick fix (correct, kept) didn't change the visual — the render root was clobbered regardless.
Fix: CurrCell is now written ONLY by the player. New PhysicsEngine.UpdatePlayerCurrCell is
called from PlayerMovementController.UpdateCellId — the single player-only chokepoint for
CellId (teleport / server snap @ SetPosition + per-frame resolver). Removed the CurrCell
write from SetCurrAndReturn (inlined the 2 resolve call sites to sp.CurCellId) and the 4
ResolveCellId sites. NPCs no longer touch the render root. Teleport→UpdateCellId also covers
spawn/standing-still (CurrCell = the player's spawn cell immediately).
CellGraphMembershipTests rewritten to the new contract (3 tests): UpdatePlayerCurrCell writes
the render root; ResolveCellId does NOT (the blue-hole guard); stale-beats-null preserved.
Full Core suite: 1295 pass / 5 fail = the documented §10 baseline, zero new breakage.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Port CObjCell::find_cell_list (acclient_2013_pseudo_c.txt:308742) faithfully:
- build candidates into an ordered CellArray with the CURRENT cell at index 0
(add_cell @308766);
- EXPAND via a single forward walk over the growing array, mirroring retail's
for(i=0;i<num_cells;i++) cells[i].find_transit_cells loop (308775-308785),
replacing the order-losing Queue/visited BFS;
- PICK in array order with interior-wins-break (308788-308825): current cell at
index 0 wins a boundary straddle, so membership no longer ping-pongs.
Deletes the 5ca2f44 current-first pre-check (the ordered array subsumes it for every
seed). Keeps its guard test (TwoOverlappingCells_CurrentCellWinsTheStraddle) + adds
two conformance tests (current-cell-first ordering; interior-wins over outdoor
fallback). Membership net: 45 pass. Decomp finding: retail stability is emergent from
the ordered pick + carried seed, not a separate portal-crossing detector — see
docs/research/2026-06-03-cell-membership-ordered-cellarray-pseudocode.md.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Ports retail CELLARRAY::add_cell (acclient_2013_pseudo_c.txt:701036): ordered list,
dedup by cell_id, append at end. The order is load-bearing for the verbatim
find_cell_list current-cell-first interior-wins pick (next commits) that fixes the
R1 cottage membership flap. Implements ICollection<uint> (helper-facing) +
IReadOnlyCollection<uint> (consumer-facing). 5 unit tests.
Also lands the membership-port pseudocode (workflow step 3) + the Stage-1 plan.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The flap R1 exposed is a cell-membership ping-pong: the find_cell_list containing-
cell pick (CellTransit.BuildCellSetAndPickContaining) iterated an UNORDERED HashSet
and returned the first interior cell whose BSP contains the sphere center, with no
preference for the current cell. Retail CObjCell::find_cell_list adds the current
cell at index 0 (add_cell, pc:308766) and iterates current-first with interior-wins-
break (pc:308791-308819) — you STAY in your current cell until the center genuinely
leaves it. acdream's HashSet dropped that ordering; once the candidate set churns at
a boundary the enumeration can surface a neighbour before the current cell → the
ping-pong. Restore the explicit, deterministic current-cell-first test (retail's
index-0 hysteresis). + a two-direction regression guard (current cell wins the
straddle).
Diagnosed from the existing [cell-transit] walk log (no new probing): room flips are
the pick non-determinism; stairs flips additionally show the foot Z oscillating
~0.2m/tick (a separate stairs-physics residual, #98 family, to verify after this).
The 2 DoorBugTrajectoryReplay failures are PRE-EXISTING (verified: they fail without
this change too) — 2 of the handoff's '3 door-collision apparatus / A6.P5'.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Four tests were asserting pre-change behavior after intentional production
changes:
#2 BSPStepUpTests.C3_Path6_AirborneMoverHitsSteepSlope_SetsCollide
b1af56e (L.4, 2026-04-30) added a steep-normal gate in Path 6 that
fires BEFORE SetCollide. Airborne sphere hitting steep poly now returns
Slid + Collide=false (slide-tangent interim fix). Updated assertion +
renamed to ReturnsSlid.
#7 PlayerMovementControllerTests.Update_ForwardInput_MovesInFacingDirection
#8 DispatcherToMovementIntegrationTests.Dispatcher_W_held_produces_forward_motion
235de33 (L.5, 2026-04-30) added _physicsAccum accumulator gate: a single
Update(1.0f) only integrates one MaxQuantum (0.1s ~ 0.312m at walk speed),
not the full 1s. Time is carried in accumulator (not dropped). Fixed both
tests to loop Update(MaxQuantum) for ~11 ticks to accumulate >2m of real
forward motion, preserving the original distance-threshold assertion intent.
#9 PositionManagerTests.ComputeOffset_BothActive_Combined
842dfcd (L.3.2, 2026-05-03) changed ComputeOffset from additive
(rootMotion + correction) to replace semantics: when AdjustOffset returns
non-zero, it REPLACES root motion (retail Frame::operator= semantics).
offset.Y = 0 (not 0.4); root motion is dropped when catch-up engages.
Updated assertion and renamed to CorrectionReplacesRootMotion.
Suite: 9 failures → 5 (only the 5 known-bug tests remain red).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
GetMaxSpeed deliberately does NOT branch on ForwardCommand — it returns RunAnimSpeed x run-rate as the InterpolationManager.AdjustOffset catch-up speed (doc comment + ACE MotionInterp.cs:670-678, retail-verified; the slow catch-up fixed the 1-Hz remote-blip). The 3 failing tests (WalkForward/WalkBackward/Idle) asserted a REMOVED command-branching design. Consolidated into one [Theory] pinning the no-branch contract across commands.
Also files #104 (LOW): scene VFX particles not clipped to the PView visible cell set — deferred out of the Phase W seal (entity bleed already gated by Stage 5; scene particles depth-tested; sky particles scissored). Needs OwnerCellId plumbing (~6-8 files).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
T0 test-hygiene pass (2026-06-02): DoorwayMembershipReplayTests previously loaded
doorway-capture.jsonl from the repo root — a 719 MB untracked file that only
exists on the developer's machine after a specific live capture run. On any other
machine (CI, fresh worktree, other developers) the tests would silently SKIP instead
of running.
Fixes:
- Extract the 57 doorway-seam records (Y∈[15.5,17.5], ticks 17392-17448) from the
large capture into committed fixture
tests/AcDream.Core.Tests/Fixtures/issue98/doorway-threshold-capture.jsonl (110 KB).
- Update DoorwayMembershipReplayTests to use FixturePath() (same SolutionRoot walk
pattern as CellarUpTrajectoryReplayTests) instead of FindCapturePath().
- Change from silent-skip-if-absent to Assert.True(File.Exists) with a clear error
message — the committed fixture must be present.
- Both DoorwaySeam_FindCellSet_StableNoStrobe and
OutdoorSeamRecords_FindCellSet_ReturnsCorrectOutdoorCell pass against the fixture.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
xUnit's default parallel execution let diagnostic-harness tests (CellarUp,
DoorBug, DoorCollisionApparatus) mutate PhysicsResolveCapture.CapturePath
and PhysicsDiagnostics probe flags concurrently with victim tests
(MotionInterpreter, PositionManager, PlayerMovementController,
DispatcherToMovement, BSPStepUp), producing a flaky 14-26 failure range.
Fixes:
- Add PhysicsResolveCapture.ResetForTest() + PhysicsDiagnostics.ResetForTest()
as documented test-only reset APIs (never called from production paths).
- Add IDisposable to CellarUpTrajectoryReplayTests with ctor/Dispose calling
both ResetForTest() — prevents CapturePath from leaking between the Capture_*
tests in the same class (the immediate root cause of Capture_SkipsNonPlayerCalls
finding an unexpected file).
- Add xunit.runner.json (maxParallelThreads=1, parallelizeTestCollections=false)
to AcDream.Core.Tests — eliminates parallelism-induced probe-flag leaks across
all test classes without requiring [Collection] boilerplate on every offender.
After: two consecutive runs produce the identical 12-failure set.
Confirmed: LiveCompare_FirstCap_FixClosesCottageFloorCap passes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Change A (TransitionTypes.FindEnvCollisions:~1947): replace the unconditional
static ResolveCellId re-derive with the SWEPT find_cell_list pick via
CellTransit.FindCellSet. When DataCache is available (always in production),
the swept pick runs and resolves the containing cell from the portal-graph
candidate set. When DataCache is null (test engines without a cell registry),
the old ResolveCellId fallback is preserved to keep PhysicsEngineTests green.
Change B (CellTransit.BuildCellSetAndPickContaining): replace the containment
loop that silently skipped all outdoor candidates (CellBSP=null) with the
retail CObjCell::find_cell_list interior-wins pick (pseudo_c:308788-308819):
interior EnvCells win first; if no interior cell contains the center, fall
to the outdoor XY-grid column (CLandCell::point_in_cell equivalent). This is
the missing half of find_cell_list that caused the 0xA9B40170↔0xA9B40031
doorway cell-strobe — the swept pick previously always returned currentCellId
for outdoor candidates, letting the static re-derive at :1947 strobe on every
tick from a different result.
DoorwayMembershipReplayTests: two facts, loads doorway-capture.jsonl (364K records,
strobing live run), filters to Y∈[15.5,17.5] seam zone (57 records), verifies
FindCellSet produces exactly 1 transition (enter indoor → stay outdoors) with
zero A→B→A ping-pong across the full window. Second test verifies outdoor-seed
records round-trip correctly via the XY-grid formula. Both pass.
LiveCompare_FirstCap_FixClosesCottageFloorCap: still passes (issue #98 gate intact).
Full Core suite: 15 failures (within documented flaky baseline of 14–19;
all 15 are pre-existing static-leak/document-the-bug tests, zero new regressions
in cell/transit/BSP/physics classes).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add ProbeSweptEnabled (ACDREAM_PROBE_SWEPT=1) to PhysicsDiagnostics mirroring
ProbeCellEnabled. Emits one [cell-swept] line per ResolveWithTransition call —
sp.CurCellId and sp.CheckCellId (the transition's swept cells) alongside the
incoming cellId so a doorway capture shows whether the swept cell is stable
where ResolveCellId strobes. No ResolveCellId call in the probe — avoids the
CellGraph.CurrCell side effect. No behavior change.
TDD: ProbeSweptEnabled_DefaultsToFalse RED→GREEN in PhysicsDiagnosticsTests.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Port retail CObjCell::find_cell_list do_not_load_cells prune
(acclient_2013_pseudo_c.txt:308829-308867) as indoor->outdoor doorway
hysteresis: hold the previous indoor cell when the outdoor candidate is
not in its stab list AND the foot-sphere still overlaps the cell's
containment BSP expanded by DoorwayHoldMargin. Kills the front-door
0170<->0031 ping-pong (handoff §5) the #98 saga never addressed. Fires
only at the front-door seam; the cellar has no exit portal so it never
falls through here (#98 cellar-up untouched).
Three TDD tests in CellGraphMembershipTests: HOLD (the RED->GREEN case,
Y=3.9 inside the 0.2 m margin), RELEASE when fully outside (Y=4.5
exceeds expanded margin), and stab-list gate (outdoor candidate in stab
list releases even near the boundary).
Adds using System.Linq for IReadOnlyList.Contains at the prune site.
SphereOverlapsEnvCell helper mirrors BSPQuery.SphereIntersectsCellBsp
via EnvCell.InverseWorldTransform + ContainmentBsp.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add private `SetCurrAndReturn(uint)` helper in PhysicsEngine that looks up
the resolved id in `DataCache.CellGraph` and writes `CurrCell` when the cell
is present. Wrap the four RESOLVED-id return sites in ResolveCellId:
- indoor no-CellBSP return (trust FindCellList)
- indoor sphere-overlaps-CellBSP return
- outdoor→indoor building-transit return (foreach candidate)
- outdoor terrain-grid return
The final no-match `return fallbackCellId;` is intentionally NOT wrapped —
stale beats null (the caller's seed is preserved unchanged).
CurrCell has zero readers in src/ (verified by ripgrep); this is additive
write-only, identical observable behavior to W1. One new unit test
(CellGraphMembershipTests) proves RED→GREEN.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
PhysicsDataCache gains a `CellGraph` property (UCG Stage 1). The env-cell
hook is placed at the very top of CacheCellStruct — before the idempotency
guard and the null-PhysicsBSP early-return — so BSP-less cells are included
in the graph even though they are dropped from the legacy _cellStruct map.
PhysicsEngine.AddLandblock/RemoveLandblock mirror terrain registration into
the graph via a null-guarded DataCache?.CellGraph call. Zero behavior change:
CellGraph has no readers this stage.
A using-alias (UcgEnvCell / UcgCellGraph) resolves the EnvCell name
collision between AcDream.Core.World.Cells and DatReaderWriter.DBObjs.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Outdoor terrain cell (retail CLandCell) synthesized on demand from a
landblock's TerrainSurface. Factory Synthesize() samples four quad
corners to establish Z bounds; PointInCell() tests the 24 m XY quad
in world-local space. BuildingCellId stub is null (Stage 2).
2/2 tests RED→GREEN.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds `EnvCell` (sealed, extends `ObjCell`) with a primitive constructor
and `PointInCell` that uses the cell-containment BSP when present, else
falls back to an AABB test. Retail anchor: CEnvCell (acclient.h:32072).
BSP branch delegates to `BSPQuery.PointInsideCellBsp` (BSPQuery.cs:1034);
the AABB branch is the genuinely new logic. No `FromDat` factory — that is
a separate later task. Consumed by nobody yet (Stage 1 scaffold).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Introduces AcDream.Core.World.Cells namespace with the two foundational
types for the Unified Cell Graph. CellPortal is a readonly struct
unifying the three legacy portal representations; ObjCell is the abstract
base for all traversable cells with the retail id-magnitude IsEnv
discriminator (CObjCell::GetVisible, pseudo_c:308215). Zero consumers;
zero behavior change. 5/5 tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add the durable per-frame visibility probe apparatus that #103 lacked, so
the Phase U portal-visibility builder can be validated on live frames before
any GL/visual work.
EmitVis(rootCellId, visibleCells, outsidePolyCount, outsidePlaneCount,
perCellPlaneCounts, scissorFallbacks) prints ONE concise [vis] line gated on
root-cell CHANGE (private _lastVisRootCellId tracker; no-op when the root is
unchanged or ProbeVisibilityEnabled is false — one bool compare per frame when
off). Line format:
[vis] root=0x… cells=N ids=[…] outside(polys=…,planes=…) percell=[0x…:N,…] fallbacks=…
Reuses the existing Phase A8 ProbeVisibilityEnabled flag (env ACDREAM_PROBE_VIS,
already DebugPanel-mirrored via DebugVM.ProbeVisibility) rather than adding a
parallel owner — Code Structure Rule 5 (one diagnostic owner per subsystem).
Property doc repurposed from the abandoned A8 two-pipe stencil semantics to the
Phase U unified pipeline.
Decoupling note: RenderingDiagnostics lives in AcDream.Core, which must not
reference AcDream.App (Code Structure Rule 2). The plan's EmitVis signature took
an App-layer CellView; this lands the equivalent as pre-computed primitives
(outsidePolyCount + outsidePlaneCount) so the owner stays in Core. The U.4a call
site supplies OutsideView.Polygons.Count and the OutsideView ClipPlaneSet.Count.
TDD: 3 new tests in RenderingDiagnosticsVisibilityTests (no-op when disabled,
fires-once-per-new-root + suppressed-on-unchanged, env-default contract), each
self-contained via internal ResetVisibilityProbeForTests + Console.Out capture
to avoid the documented static-leak flakiness. Core suite +3 tests, no new
failures (flaky physics/input static-leak set unchanged at 16, untouched area).
Courtesy: removed the dangling RenderInsideOutAcdream comment reference (deleted
in U.1) + the AcDream.App.Rendering.Wb doc cref (a Core→App layer inversion).
The emit SITE wiring (per-frame call from the render loop) lands in U.4a; this
task lands only the owner members + formatter + test. GameWindow untouched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Remove IndoorCellStencilPipeline + portal_stencil shaders, RenderInsideOutAcdream,
RenderOutsideInAcdream, the A8-perf instrumentation, the cameraInsideBuilding /
ACDREAM_A8_INDOOR_BRANCH branch, and the dead EntitySet partition values. Collapse
the render branch to the default Draw(All) path (U.4a replaces it with the gated
unified pass). Keep all audited EnvCellRenderer / BuildingLoader / CellVisibility /
camera-collision fixes.
Also deleted with the partition: the two test-only walk helpers
(WbDrawDispatcher.WalkEntitiesForTest / WalkEntitiesForTestByCellIds) and their
test files (WbDrawDispatcherEntitySetTests, WbDrawDispatcherCellIdsOverloadTests),
which existed solely to exercise the removed IndoorPass/OutdoorScenery/
BuildingShells/LiveDynamic partition. EntityMatchesSet / IsShellScopedSet collapse
to the All-path constants; the set: parameter is retained as a seam for the
unified pass.
Note: the depth-clear-if-inside default-path workaround was removed per the
U.1 task list — any current indoor-wall degradation persists until a later
Phase U task lands the unified pass (expected, not a regression introduced here).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail's CTransition::find_transitional_position (:273613) has no step
cap. calc_num_steps (:272149) has a dedicated viewer branch `if ((state
& 4) != 0)` at :272181 for sight/viewer objects (ObjectInfoState.IsViewer
= 0x4). The existing acdream cap correctly had a comment "Sight objects
bypass this" but the bypass was never wired — no IsViewer caller existed
until the A8.F camera spring-arm.
With radius 0.3 m the cap fires at ~9 m. The spring-arm sweeps up to
40 m (≈134 steps), so zoomed-out cameras snapped to the player's head
instead of sweeping through geometry. The fix adds `&& !ObjectInfo.IsViewer`
to the guard; non-viewers keep the 30-step safety net (player spheres
~0.48 m radius never exceed 14 m/tick).
Conformance test: radius=0.3, dist=12 (40 steps > 30 cap) over flat
terrain. Normal mover bails (Assert.False). Viewer proceeds to target
(Assert.True + CurPos.X > from.X). RED → GREEN.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>