Port the inbound funnel verbatim into MotionInterpreter:
- MoveToInterpretedState (0x005289c0): raw-state style adopt, FLAT
copy_movement_from overwrite, apply, then action replay under the
15-bit server_action_stamp wraparound gate (local player skips its
own autonomous echoes).
- ApplyInterpretedMovement (0x00528600): my_run_rate cache from
RunForward speed, then retail dispatch order style -> forward-or-
Falling -> sidestep(-stop) -> turn(-stop), turn early-return.
- DispatchInterpretedMotion (0x00528360): contact-gated sink dispatch
(IInterpretedMotionSink = the GetObjectSequence backend the App
implements); blocked non-action motions take the apply-only path —
retail's real mechanism behind K-fix17's 'airborne remotes keep
their cycle' empirical guard.
- contact_allows_move REWRITTEN VERBATIM from the real 0x00528240
(pseudo-C 305471): Falling/0x40000011 + turns always allowed,
non-creature weenies + no-gravity bypass, else Contact+OnWalkable.
The previous body conflated jump_charge_is_allowed (0x00527a50)
posture checks — the 2026-06-04 deep-dive divergence, now retired.
Six tests that pinned the misattributed behavior corrected
(grounded posture does NOT block motion; airborne accepts
Falling/turns only).
- IWeenieObject.IsCreature (default true) for the gate's non-creature
bypass.
Conformance harness (the user-requested 'prove it equals retail'
apparatus, layer 1): RetailObserverTraceConformanceTests parses the
LIVE cdb trace of a retail observer (Fixtures/l2g-observer-trace.log,
captured via tools/cdb/l2g-observer.cdb) into 183 golden cases —
each [MTIS] input state replayed through our funnel must produce
retail's exact [DIM] dispatch sequence. 183/183 conformant, including
the airborne jump case (replayed contact-free; pre-gate vs post-gate
accounting + HitGround second-pass truncation documented in-test).
13 synthetic funnel tests cover the branches the trace missed
(actions, stamps, longjump, sidestep).
GameWindow integration (S2b) follows; funnel not yet wired.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Port retail's three-stamp inbound gate for 0xF74C UpdateMotion:
- MotionSequenceGate (Core/Physics): CPhysicsObj::is_newer (0x00451ad0)
wraparound u16 compare, verbatim per ACE PhysicsObj.is_newer (the BN
pseudo-C setcc returns are garbled; ACE + branch structure are the
oracle). Gates: INSTANCE_TS at dispatch (stale incarnation drops
before any stamp is touched), MOVEMENT_TS strictly-newer (stamped
BEFORE the server-control check, per CPhysics::SetObjectMovement
0x00509690), SERVER_CONTROLLED_MOVE_TS drop-when-stored-newer.
- Seed from CreateObject's PhysicsDesc timestamp block (index 1 =
ObjectMovement now parsed; ACE WorldObject_Networking.cs:411-420
order) — without seeding, entities whose movement sequence is past
0x8000 at spawn would drop every UM against a zero stamp.
Adopt-on-first / advance-only-after, so the #138 rehydrate replay of
retained spawns cannot regress live stamps.
- UpdateMotion + EntitySpawn now carry instance/movement/serverControl
sequences + isAutonomous (was parsed-past; isAutonomous feeds the
S2 funnel's last_move_was_autonomous). Gate wired at the top of
OnLiveMotionUpdated before any state mutation; [UM_STALE] diag under
ACDREAM_DUMP_MOTION / ACDREAM_REMOTE_VEL_DIAG; gate dropped with the
entity on DeleteObject.
Register: AD-32 added (adopt-newer-incarnation instead of retail's
QueueBlobForObject); TS-26 updated (UM side closed, UP side open).
Deviation map: docs/research/2026-07-02-inbound-motion-deviation-map.md.
19 new gate tests + parser coverage; full suite 3276 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ports retail's raw->interpreted motion normalization and routes the local
player's velocity through it, so backward/strafe come from the retail source
instead of hand-mirrored controller code (retires register TS-22 + UN-5).
MotionInterpreter (decomp-verbatim, Ghidra/ACE-cross-checked):
- adjust_motion (0x00528010): WalkBackward->WalkForward (x-0.649999976),
TurnLeft->TurnRight (x-1), SideStepLeft->SideStepRight (x-1), sidestep scale
0.5*(WalkAnimSpeed/SidestepAnimSpeed), RunForward early-return, per-channel
holdkey fallback to CurrentHoldKey.
- apply_run_to_command (0x00527be0): WalkForward->RunForward when speed>0 +
UNCONDITIONAL *runRate; TurnRight *1.5; SideStepRight *runRate clamp +/-3.0.
- apply_raw_movement (0x005287e0): copy raw->interpreted, adjust the 3 channels
with per-channel hold keys.
- WalkAnimSpeed unified to the retail-exact 3.11999989f (was 3.12f).
PlayerMovementController: build ONE RawMotionState from MovementInput at
forward_speed=1.0 (apply_run_to_command applies the run rate — a pre-scaled
speed would double-scale), run apply_raw_movement, then take grounded + jump
velocity straight from get_state_velocity (now correct for all directions) and
drive the keyboard turn omega from the interpreted turn_speed (BaseTurnRate x
turn_speed = the same pi/2 formula the remote path uses; numerically identical
to the old TurnRateFor). Deleted the hand-mirrored backward(x-0.65) /
strafe(x+-1.25) formulas in both the grounded and jump blocks. Mouse turn and
the auto-walk path are untouched.
Retail-faithful behavior changes (confirm in smoke): strafe is now
1.25 * ~1.248 * runRate = ~1.56*runRate, clamped via SideStepSpeed<=3.0 so
|v.X|<=3.75 (was 1.25*runRate, no scale/clamp); backward is unchanged
(3.12*0.65*runRate); backward/strafe-left velocity now comes from the pipeline
instead of returning zero. Forward run pace unchanged (4.0*runRate).
Tests: MotionNormalizationTests (17, adjust_motion/apply_run_to_command) +
MotionVelocityPipelineTests (10, apply_raw_movement->get_state_velocity golden
velocities incl. the strafe clamp + turn speeds). Full suite green (3255).
Register: TS-22 + UN-5 deleted (retired); TS-34 added (adjust_motion creature
guard is a no-op — IWeenieObject has no IsCreature; correct for the only caller,
the player). Pseudocode: docs/research/2026-07-01-d6-motion-interp-pseudocode.md.
NEXT D6.2b: the echo-gated wire forward_speed=1.0 question (evidence suggests
ACE relays rather than recomputes; verified via the smoke echo).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Splits MotionCommandResolver's single ACE-modern lookup into an
IMotionCommandCatalog seam with two implementations:
- AceModernCommandCatalog (runtime default): built cleanly from the
DatReaderWriter MotionCommand enum (mirrors ACE + local DAT MotionTables)
with a documented class-priority tiebreak. The old blind 0x016E-0x0197
per-range override is DELETED — verified the ACE matrix (LifestoneRecall
0x0153 to 0x10000153, MarketplaceRecall 0x0166, AllegianceHometownRecall
0x0171, OffhandSlashHigh 0x0173) resolves correctly straight from the enum
with no override. Stale shift-start comment corrected to SnowAngelState
(0x43000115 to 0x43000118), not AllegianceHometownRecall.
- Retail2013CommandCatalog (conformance/reference): full verbatim extraction
of command_ids[0x198] at 0x007c73e8 (acclient_2013_pseudo_c.txt:1017259-1017667),
direct wire-low to full index lookup. 408 entries, anchors verified against
source ([0x150]=0x10000150, [0x153]=0x09000153, [0x197]=0x10000197).
MotionCommandResolver.ReconstructFullCommand stays a static facade delegating
to an AceModern singleton — all ~10 runtime callers unchanged.
Removing the override exposed a pre-existing bug: CombatAnimationPlanner's
late-combat command block uses 2013 numbering, not ACE/DRW. Corrected the one
catalog test assertion pinned to the override's output (wire 0x0170 to
0x09000170 IssueSlashCommand, its true DRW identity) and filed the planner bug
as #159 rather than silently patching out-of-scope code.
Tests: +catalog matrices (ACE/2013), class-priority collisions, boundary
cases, real-DAT availability (gap-doc hit counts reproduced). Build + full
suite green (Core.Tests 1718, no regressions).
Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (1)
Research: docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Brings the 134 D.2b UI commits onto the physics/collision development line so
main can fast-forward. Today's #149 (BSP-less static collision) + #150 (open
doors fully passable) + the full collision/streaming/dense-town-FPS arc meet
the paperdoll/inventory work.
# Conflicts:
# docs/ISSUES.md
# docs/architecture/retail-divergence-register.md
RegisterLiveEntityCollision had a premature gate at the top of the method:
if (!hasCyl && !hasSphere && !hasRadius) return;
This fired BEFORE ShadowShapeBuilder.FromSetup ran. The builder emits a BSP shape
for every Part whose GfxObj has a PhysicsBSP, regardless of CylSpheres/Spheres/Radius.
A furniture weenie with only a physics-BSP mesh (candle holder, candelabra, etc.)
has no CylSpheres, no Spheres, and Radius=0 -- so it was always dropped, making it
fully passable (invisible wall that lets the player walk through it).
Fix: remove the premature gate. The three `bool` locals (hasCyl, hasSphere, hasRadius)
are retained -- `hasRadius` is still used by the Radius fallback lower in the method
for entities with no CylSphere/Sphere/BSP but a non-zero setup.Radius. The correct
final gate at shapes.Count==0 (after builder + Radius fallback) handles all cases:
- BSP-only entity: builder emits BSP shape -> shapes.Count>0 -> registered.
- Truly shapeless (no BSP, no cyl, no sphere, no radius): builder empty, no Radius
fallback fires -> shapes.Count==0 -> return (not registered, passable). Correct.
Retail anchor: CPhysicsObj::FindObjCollisions (acclient_2013_pseudo_c.txt:276917) --
the gate at pc:276917 is on the MOVER's CPartArray, not a target-side shape filter.
CPartArray::FindObjCollisions (pc:286236) iterates ALL parts; each part's
find_obj_collisions tests physics_bsp when present. There is no retail equivalent of
our premature gate that skips BSP-only targets.
Tests (ShadowShapeBuilderShapeSourceTests): two new cases.
Setup_WithBspPart_NoCylSpheres_EmitsBspShape -- proves the builder emits the shape
the premature gate was discarding.
Setup_WithPartButNoBsp_NoCylSpheres_YieldsEmptyShapeList -- regression guard proving
truly shapeless entities are still not registered (the shapes.Count==0 gate holds).
Full Core suite: 1595 pass / 0 fail / 2 skip.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
CPhysicsObj::FindObjCollisions at pc:276961-276989 has a two-layer mechanism for
ethereal doors. Layer 1 (BSPQuery Path-1 sphere_intersects_solid, pc:323742) already
ported in Task 3 handles the open-gap case. Layer 2 (pc:276963-276977) is a
force-reset that catches the residual case: when the player's sphere CENTER crosses
a thin ethereal slab, sphere_intersects_solid can still return Collided via
HitsSphere (polygon contact on the slab face). Without Layer 2, the opened door
remains an invisible wall until the player's center passes ~0.48m beyond the slab.
Port: in FindObjCollisionsInCell, immediately after the shape dispatch (BSP / Sphere /
Cylinder branches), insert the Layer-2 gate:
if (result != OK && sp.ObstructionEthereal && !sp.StepDown && (obj.State & 0x1u) == 0)
{ result = OK; ci.CollisionNormalValid = false; }
The STATIC_PS (0x1) guard (pc:276969) ensures static-ethereal env geometry still
blocks. Cylinder/Sphere shapes already return OK from their own ObstructionEthereal
early-outs so Layer 2 is effectively BSP-only in practice, but is written
unconditionally matching retail.
Tests (ObstructionEtherealTests): three new BSP Layer-2 cases using a synthetic
wall polygon in local-space coordinates. (A) ethereal non-static: passable. (B)
ethereal+static: still blocks. (C) non-ethereal: still blocks. All 11 tests pass;
DoorCollision/CellarUp/CornerFlood/HouseExitWalk regression gate: 25/25 pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Part A (D4): CObjCell::check_entry_restrictions (pc:309576) gate is omitted from
FindEnvCollisions. Investigation confirmed the gate requires restriction_obj (per-cell
access-lock entity id) + weenie-object-table dispatch (CanMoveInto / CanBypassMoveRestrictions)
— neither exist in acdream. CellPhysics has no restriction_obj field; DatReaderWriter
models no per-cell access locks. Gap is inert in all dev content (ACE starter area has
no access-locked env cells). Documented as AP-50 in the retail divergence register.
Part B (W1): Replace the hardcoded-false smell in BspOnlyDispatch with named internal
helpers PvpExempt() and MissileIgnore() that return false with retail oracle citations
(pc:276808-276841 and pc:274385 respectively). BspOnlyDispatch now folds all three
terms in retail's exact predicate structure. Behavior is byte-identical in M1.5 scope
(both stubs false ⇒ reduces to HAS_PHYSICS_BSP_PS check alone, same as before).
A6.P7 door dispatch unchanged.
Tests: 3 new guard tests in A6P7DispatchRulesTests — W1_PvpExempt_ReturnsFalseInM15Scope,
W1_MissileIgnore_ReturnsFalseInM15Scope, W1_BspOnlyDispatch_DoorStateStillDispatchesBspOnly.
Suite: 1590 pass / 0 fail / 2 skip (was 1587 + 3 = 1590).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mirrors RemoveBuildingsForLandblock (#146) for indoor CellPhysics entries.
_cellStruct is first-wins (CacheCellStruct's ContainsKey guard); without
eviction a dungeon's BSP WorldTransform is permanently locked to the
_liveCenter value at first streaming — a teleport recenter leaves cells at a
stale offset (~source↔dest distance), and foot-sphere collision queries miss
the geometry that visually renders correctly.
PhysicsDataCache.RemoveCellsForLandblock iterates _cellStruct.Keys and
TryRemove-s every entry whose high-word matches the evicted landblock prefix.
PhysicsEngine.RemoveLandblock now calls it alongside ShadowObjects.RemoveLandblock
so cell BSPs rebase on the next CacheCellStruct pass, same as buildings.
No divergence register row needed: this closes a gap introduced when the #146
building-eviction pattern was created without the symmetric cell eviction.
Tests: RemoveCellsForLandblockTests (3 cases): evicts-matching-prefix,
empty-cache no-throw, no-matching-cells leaves-others. Core suite: 1587 pass / 0 fail.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail oracle greps confirmed:
- CSphere::intersects_sphere @ 0x00537ae4 (pc:321692): the ethereal branch
is `void __thiscall` — all paths return void (no COLLIDED). The function
performs a proximity check only; no blocking result is produced.
- CCylSphere::intersects_sphere @ 0x0053b4a0 (pc:324573): same void-return
pattern — ethereal branch calls collides_with_sphere (check only, no slide),
all returns are void = passable.
Change: added `if (sp.ObstructionEthereal) return TransitionState.OK` at the
top of SphereCollision and CylinderCollision in TransitionTypes.cs, mirroring
the void-return semantics of both retail functions. The existing per-object
clear at pc:276989 (line 2837) still fires after the early OK return.
Before this fix: an ethereal-alone NPC/ghost with a Cylinder or Sphere shadow
shape would BLOCK the player (regression introduced when Task 3 made ETHEREAL-
alone fall through ShouldSkip instead of instant-skipping). After: all three
shape types — BSP (via BSPQuery Path 1), Sphere, and Cylinder — correctly pass
through when obstruction_ethereal is set.
Tests: added 4 tests to ObstructionEtherealTests.cs verifying:
- Ethereal Cylinder → passable (sweep passes through, no CollisionNormalValid)
- Ethereal Sphere → passable (same)
- Non-ethereal Cylinder → still blocks (regression guard)
- Non-ethereal Sphere → still blocks (regression guard)
Full Core suite: 1584 pass, 0 fail, 2 skip (pre-existing dat skips).
Pseudocode doc updated with confirmed cyl/sphere ethereal contracts and the
complete set/clear/consume flow summary.
Retail refs:
- CSphere::intersects_sphere @ 0x00537ae4 / acclient_2013_pseudo_c.txt:321692
- CCylSphere::intersects_sphere @ 0x0053b4a0 / acclient_2013_pseudo_c.txt:324573
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail CPhysicsObj::FindObjCollisions (0x0050f050) only instant-skips when
BOTH ETHEREAL_PS (0x4) AND IGNORE_COLLISIONS_PS (0x10) are set (pc:276782).
ETHEREAL-alone sets sphere_path.obstruction_ethereal=1 (pc:276806) and
continues to the shape dispatch. BSPTREE::find_collisions (0x0053a496) routes
Path 1 (sphere_intersects_solid) when the flag is set (pc:323742): the open
door has no solid leaf at the doorway, so the test returns OK → player passes
through. CEnvCell::find_env_collisions (0x0052c144) clears the flag first so
ENV walls are never weakened (pc:309580, "D5 clear").
Changes:
- CollisionExemption.ShouldSkip: require BOTH bits for Gate-1 early-out
(previously ETHEREAL alone returned true — the AD-7 shim). Divergence
register row AD-7 deleted.
- SpherePath: add ObstructionEthereal field (mirrors retail
SPHEREPATH.obstruction_ethereal).
- FindObjCollisionsInternal loop: set sp.ObstructionEthereal=(target&0x4)!=0
before shape dispatch; clear it after (per-object clear pc:276989).
Also clear at the null-BSP continue site to keep flag clean.
- FindEnvCollisions: clear sp.ObstructionEthereal=false at top (D5 clear
pc:309580) — ENV cell walls are always solid.
- BSPQuery.FindCollisions Path 1: change `obj.Ethereal` (ObjectInfo.Ethereal,
always false — dead code) to `path.ObstructionEthereal`. Gate now correctly
mirrors retail pc:323742: PLACEMENT_INSERT || obstruction_ethereal.
Consume site change (BSPQuery.cs before/after):
BEFORE: if (path.InsertType == InsertType.Placement || obj.Ethereal)
AFTER: if (path.InsertType == InsertType.Placement || path.ObstructionEthereal)
Mirrors retail pc:323742 exactly. obj.Ethereal was dead code (ObjectInfo.Ethereal
is never set true anywhere); the correct flag is SpherePath.ObstructionEthereal.
Tests: 1580 pass / 0 fail / 2 skip (was 1576/0/2 + 4 new in ObstructionEtherealTests.
CellarUp, CornerFlood, DoorCollision, HouseExitWalk all green — no wall regressions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Setup.Spheres were previously coerced to short cylinders (CylHeight=2*r),
which is geometrically wrong: a cylinder has flat caps; a sphere does not.
This ported CSphere::intersects_sphere (0x00537A80) so sphere-typed shadow
entries are tested as spheres — 3-D distance, no height clamping.
Changes:
- ShadowObjectRegistry.cs: added ShadowCollisionType.Sphere (enum value 2).
The BuildFloodSpheres anyCyl dedup at :232 is unaffected: only Cylinder
sets anyCyl=true; Sphere shapes fall through to the BSP-fallback path
(anyCyl=false → included), which is correct.
- ShadowShapeBuilder.cs: FromSetup now emits ShadowCollisionType.Sphere
(CylHeight=0) for Setup.Spheres instead of a short Cylinder.
- CollisionPrimitives.cs: added SweptSphereHitsSphere — quadratic swept
solve ported from ACE Sphere.cs::FindTimeOfCollision, which is a C# port
of retail's CSphere::intersects_sphere @ 0x00537A80. Sign convention
confirmed against the decomp: retail negates the root to produce a
forward t ∈ (0,1].
- TransitionTypes.cs: added Sphere narrow-phase branch between BSP and
Cylinder in FindObjCollisionsInCell; uses 3-D distance for overlap
(not XY-only). Added SphereCollision() method implementing the 3-D
wall-slide response. Updated diagnostic logging at :2734 to cover Sphere.
- Updated ShadowShapeBuilderTests for new Sphere type assertion.
- New SphereIntersectsSphereConformanceTests: 9 geometrically-anchored
cases (head-on, tangent, perpendicular-miss, lateral-near-miss,
sweep-away, beyond-step, degenerate-zero-sweep, already-overlapping,
vertical-sweep).
Retail oracle: CSphere::intersects_sphere @ 0x00537A80 (named-retail);
ACE Sphere.cs::FindTimeOfCollision (C# port, cross-confirmed).
Build: 0 errors, 10 warnings (pre-existing).
Tests: 1576 pass / 0 fail / 2 skip (1578 total).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail oracle: CPartArray::InitParts@0x00517F40, CGfxObj::Serialize@0x00534970 (physics_bsp
gated on serialized-flags bit-0), CPhysicsPart::find_obj_collisions@0x0050D8D0 (returns OK /
passable when physics_bsp==null). Render-mesh bounds never enter collision.
Changes:
- GameWindow.cs: delete the ~200-line VISUAL mesh-bounds collision block (the
isPhantomSetup / isPhantomGfxObj locals + the if-block computing worldMin/worldMax
AABB + the ShadowObjects.Register call that capped and registered the synthetic
cylinder). Also removes dead counter variables scHaveBounds/scRegistered/scNoBounds/
scTooThin; trims the ProbeBuildingEnabled summary line accordingly.
- PhysicsDataCache.cs: delete IsPhantomGfxObjSource (the predicate that only existed
to fence the mesh-AABB synthesis; the "phantom" concept is now the default — no DAT
shape means no registration, verbatim with retail).
- PhysicsDataCachePhantomSourceTests.cs: deleted (tested the removed method).
- ShadowShapeBuilderShapeSourceTests.cs: new guard test — a Setup with parts but
hasPhysicsBsp=false and no CylSpheres/Spheres yields an empty shape list, locking
the DAT-only rule in the builder.
- retail-divergence-register.md: AP-2 row deleted (divergence retired).
Objects with no DAT physics shape (no CylSpheres, no Spheres, no part with a
PhysicsBSP) now register no collision shape and are passable, verbatim with retail.
Objects with real DAT shapes (BSP parts, CylSpheres) are unaffected.
dotnet build green, 22/22 tests passing (ShadowShapeBuilderShapeSourceTests +
CellarUpTrajectoryReplay + CornerFlood + Issue147ArwicBuildings replay harnesses).
Visual gate pending: walk Holtburg + open world; objects that become passable must
match retail (DAT has no physics shape — trees with real CylSpheres still solid).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A town's outer/perimeter walls have NO collision even on a fresh login: the
player walks straight through them while houses block fine. Confirmed NOT a
frame issue — #146's bldOrigin probe showed Arwic buildings are correctly
framed (~12 m from the player, not km off), so the "#145 far-town frame"
premise was wrong here.
Root cause (dat-confirmed, Issue147ArwicBuildingsDumpTests): a perimeter wall
is stored in LandBlockInfo.Buildings as a doorless shell — 16 of Arwic's 30
buildings are PORTAL-LESS, ringing the town at 24 m intervals (x=12/132,
y=12/108). The building-collision cache loop skipped them via
`if (building.Portals.Count == 0) continue;` — a filter meant only for the
transit/entry feature (CellTransit.CheckBuildingTransit) that also dropped the
collision shell. Retail's find_building_collisions (0x006b5300) tests the shell
BSP independent of the portal list, so a doorless wall still collides.
Fix: don't skip portal-less buildings — cache them with an empty portal list
(no transit) but their collision shell (ModelId) intact. User-verified: Arwic
perimeter walls now block (Collided/Slid). Adds the dat-dump fixture test.
Suites green: Core 1569(+2 skip), App 468(+2 skip), UI 425, Net 317.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The FPS deep-dive landed (dense Arwic 75 -> ~165 fps via the cell-object
batching + cell-particle consolidation, both already committed). Remove the
throwaway diagnostic apparatus now that it has served its purpose:
- delete FrameProfiler.cs (whole-frame TimeElapsed + [PASS-GPU] glFinish +
[CPU-PHASE]/[GPU-PHASE] timers + the =1/=2 ACDREAM_FPS_PROF modes)
- GameWindow: _fpsProf/_frameProfiler/_msaaSamples fields, the BeginFrame/
EndFrame/MarkUpdateStart hooks, the terrain glFinish, and the landscape
sub-phase LsMark instrumentation
- RetailPViewRenderer: the DrawInside per-phase Phase()/MarkGpu markers
- ParticleRenderer / PortalDepthMaskRenderer / EnvCellRenderer: the per-pass
glFinish brackets
- delete DegradeCoverageProbeTests.cs (the dead distance-degrade probe)
KEPT (the real fixes): RetailPViewRenderer cell-object batching + consolidated
cell-particle pass; EnvCellRenderer.CellHasTransparent. Build + full test suite
green (468 App incl. pview replay tests; 1566 Core; 317 Net; 425 UI).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Carries the parsed dat objects ApplyLoadedTerrainLocked needs so the worker
can pre-read them and the apply can run lock-free. Optional field (default
null) keeps existing LoadedLandblock construction back-compatible.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Code-quality review (needs-changes) on Task 3: WieldItemOptimistic wrote
item.WielderId directly, but RollbackMove (via MoveItem) never cleared it
→ a wield-rollback left a pack item with a stale WielderId=player.
Root-cause fix (vs the reviewer's snapshot-WielderId suggestion): acdream's
existing WieldObject 0x0023 confirm models a wielded item as ContainerId=
wielder + equip=mask and does NOT touch WielderId. So the optimistic path
must match — drop the WielderId write entirely. Optimistic state now equals
the confirmed state, rollback fully restores through MoveItem alone, and the
stale-state class is structurally eliminated. The paperdoll's
(WielderId==p || ContainerId==p) filter still matches optimistic wields via
ContainerId (login-equipped items match via WielderId from their CreateObject).
Also: + the wield+move outstanding-count combo test (spec §8), MoveItem doc
note that it doesn't manage WielderId, and the test pins WielderId==0 post-
optimistic-wield to document the model. Core 74/74 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add WieldItemOptimistic (instant optimistic wield — sets ContainerId=WielderId=player,
CurrentlyEquippedLocation=equipMask, snapshots pre-wield position) and extend the
_pendingMoves tuple to carry the pre-move EquipMask so RollbackMove restores EQUIPPED
state faithfully on server rejection. Shared RecordPending helper replaces the inline
snapshot block in MoveItemOptimistic.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The old enum invented two phantom bits (HandArmor=0x2000, FootArmor=0x10000) and
used non-retail names (Necklace, LeftBracelet, RightBracelet, LeftRing, RightRing,
AetheriaRed/Yellow/Blue), shifting every slot above 0x1000 out of alignment with
retail INVENTORY_LOC (acclient.h:3193) and ACE EquipMask.
Replace the enum body with verbatim retail values. Add EquipMaskTests to
numeric-pin every member so future renumbering breaks at compile/test time.
Existing consumers (ClientObjectTable, InventoryController, GameEventWiringTests,
ClientObjectTableTests) only reference EquipMask.MeleeWeapon and EquipMask.None --
both present at their correct retail values -- so no call sites needed updating.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual gate: moving an item within a bag reshuffled every item ("the order is
not set"). Root cause: insert-before set ONLY the dragged item's ContainerSlot
to N, colliding with the item already at N; the sort-by-slot tie then reordered
the whole grid on every repaint. Fix: MoveItemOptimistic now does a proper
index-based INSERT (shift the others, renumber 0..N-1 gapless) like retail's
ItemList_InsertItem, and HandleDropRelease uses the target's GRID INDEX
(SlotIndex) as the placement rather than its raw ContainerSlot. Regression test
pins the shifted, gapless order. Full suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
I2 (real bug): Clear() (teleport/logoff) and Remove() (item destroyed) now drop
the item's _pendingMoves entry — a stale snapshot on a recycled guid could
otherwise mis-rollback a different future item.
I1 (race): track an OUTSTANDING count per item so an early ConfirmMove (0x0022)
for the first of several in-flight moves of the SAME item can't clear the
snapshot while a later move is unconfirmed — a later reject can still roll back
to the original instead of stranding the item at the rejected position.
Both with regression tests; full suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
BuildCellSetAndPickContaining discarded the bool from TryGetTerrainOrigin — when
the current landblock's terrain hadn't been applied yet (priority-apply in flight
after a teleport or dungeon exit), blockOrigin was silently set to (0,0,0). The
AdjustToOutside/GetOutsideLcoord math treated world-frame sphere coordinates as
block-local and marched the cell one landblock per tick in the direction of movement
until lbX or lbY underflowed to 0x00. ACE rejected every subsequent move as a
failed transition.
Fix: honor the bool return. When terrain is unregistered for an OUTDOOR seed
(low < 0x0100), return currentCellId verbatim — "no block-local frame →
preserve". This mirrors the NO-LANDBLOCK verbatim contract in PhysicsEngine.Resolve
and is correct: the cell stays last-known-correct until terrain registers.
Indoor seeds are explicitly excluded (blockOrigin is never consumed by the indoor
pick path; outdoorPickAllowed=false for indoor seeds).
Reproduce + verify via CellMarchLandblockPreservationTests (two new FAILING-before
tests: WestEdge and SouthEdge with empty cache, no anchor → lbX/lbY preserved).
TeleportFarTownRunawayTests updated: no-anchor path now also preserves (pre-fix it
marched south to 0x59; post-fix returns currentCell unchanged).
CellTransitFindCellSetTests, Issue112MembershipTests, PhysicsEngineTests: added
RegisterTerrain for the streaming-center block (in production it is always resident
before outdoor resolves run; tests that used blockOrigin=(0,0,0) as an implicit
fallback now register the block explicitly). All 1567 tests pass.
Divergence AD-30 added to retail-divergence-register.md.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds a high-16-bit-prefix landblock residency check used as the teleport
worldReady gate — true once the destination landblock's terrain+cells
have been registered via AddLandblock, regardless of whether the caller
passes a canonical (0xFFFF), cell-resolved, or bare landblock id.
Two TDD tests confirm: false before registration, true after, and
that a cell-resolved id on the same landblock returns true.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Replace RemoveAt(0)-in-a-loop drain idiom with RemoveRange(0, i) in both
Step-1 deferred drain and the post-found deferred drain inside DrainAndApply,
making each an O(N) single shift instead of O(N²) on the render-thread hot path.
Add PriorityNeverArrives_noThrow_noLoss_noDoubleApply test: sets a priority id
that never appears in the outbox, ticks several times, asserts no throw, no
loss of the non-priority completions, and no double-apply (applied count ==
completions enqueued). Comment above the priority-hunt explains the failure
mode: completions relocate to _deferredApply while the hunt is active and drain
at per-frame budget until the caller clears PriorityLandblockId.
Restyle test 2 to use named constructor arguments and break the compressed
lambda onto readable lines (matches test 1 style).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds PriorityLandblockId (uint, default 0) + _deferredApply buffer.
DrainAndApply now: (1) applies up to budget from the deferred buffer,
(2) when PriorityLandblockId != 0, hunts the worker outbox in chunks
applying the priority LB immediately on match and buffering any
non-priority items drained past it for later frames,
(3) falls back to normal drain when no priority is set or not found.
Extracts ApplyResult(result) + ResultLandblockId(result) helpers so
both the priority and normal paths share identical side-effects.
No existing behaviour changes on the non-priority path.
21 streaming tests pass (19 existing + 2 new priority-apply tests).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
User-tested: the Slice 2 'hold outdoor until landblock loaded' gate made
EVERY outdoor teleport a ~10 s freeze, because the destination landblock
does NOT load fast during the hold (lbs=0 the whole time — the #138
streaming gap + _datLock starvation from the CreateObject flood). The hold
was band-aiding a broken/slow foundation rather than fixing it, and it never
actually prevented the #145 edge cascade anyway (it force-snapped onto
NO-LANDBLOCK after the timeout regardless).
Reverts ad8c24e..c880973 to the pre-Slice-2 state (00ef47e): outdoor places
immediately again (fast teleports). The genuine bug found along the way —
IsLandblockLoaded queried the wrong key form (& 0xFFFF0000 vs the stored
| 0xFFFF) — is preserved in the history (c880973) and will be re-applied when
we re-introduce a proper hold ON A FIXED FOUNDATION.
Decision (user, 2026-06-21): fix the foundation FIRST — fast/complete
streaming during teleport (#138), the post-teleport lost-collision bug, and
the FPS leak (Work item C) — then revisit the teleport-flow animation. Slice 1
(the pure TeleportAnimSequencer) stays in (dormant, unwired, harmless).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Slice 2 outdoor readiness gate queried IsLandblockLoaded(destCell &
0xFFFF0000) = e.g. 0x7D640000, but streaming stores landblocks under the
EncodeLandblockId form (low 16 = 0xFFFF), e.g. 0x7D64FFFF. The raw
ContainsKey never matched, so the outdoor teleport gate could NEVER flip
Ready and every outdoor arrival ran to the 600-frame (~10 s) timeout and
force-placed. The cascade was still prevented (the timeout force-place lands
cleanly), but the gate did no work — the 10 s freeze the apparatus showed
was this bug, NOT the #138 streaming stall I first suspected.
Root cause found via the apparatus re-test (3-agent investigation
wf_8b67a9d1-35c, all high-confidence) + verified against StreamingRegion.cs:99
(EncodeLandblockId | 0xFFFF), PhysicsEngine.cs:79 (stores as-is),
GameWindow.cs:5530 (queries & 0xFFFF0000).
Fix: IsLandblockLoaded normalizes its arg to the canonical 0xFFFF landblock
key, so the prefix form, any contained cell id, and the dat-id form all
resolve. Added the regression test the original Slice 2 test missed (it had
checked the same 0xFFFF form it added; the real caller passes the 0x..0000
form). Red on the prefix/cell forms before the fix, green after. 9/9.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
EnterTunnel fires on the first Tick after Begin for Portal/Login/Death kinds
(which enter directly at Tunnel). Already implemented in Task 1.2 via
_enterTunnelPending = _state == TeleportAnimState.Tunnel.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
TunnelContinue exit gate: minMet requires worldReady (min-continue hold);
maxForce fires unconditionally at MaxContinue (safety-net fallback when
world never loads). This matches spec §3.4.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adversarial review flagged a possible CellPosition staleness on indoor->outdoor
transition. Verified against source: false positive (SnapToCell isn't called on
building entry; the body is world-space so the delta is frame-invariant; the anchor
disengages indoors). Added a test proving CellPosition tracks the outdoor cell under
the world position across a multi-cell, cross-landblock walk and stays canonical.
Core cell-sync 6/6.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The outdoor membership pick derived the landblock origin from the terrain
registry, which returns (0,0) for an UNSTREAMED neighbour — so a fresh far-town
teleport at a landblock edge marched the cell id one block per physics tick
(the cascade; the 17410 ACE rejects is its wire artifact).
Fix: thread the CARRIED cell-relative frame anchor (body.Position -
body.CellPosition.Frame.Origin) into the pick via SpherePath.CarriedBlockOrigin.
That anchor IS the true landblock world origin, correct even for an unstreamed
neighbour, so the pick re-derives the SAME (consistent) cell and never marches.
- CellTransit.FindCellSet/BuildCellSetAndPickContaining: Vector3? carriedBlockOrigin
(null default = legacy TryGetTerrainOrigin → every existing caller/test untouched).
- PhysicsEngine.ResolveWithTransition: set the anchor from a SEEDED OUTDOOR body
whose carried landblock matches the resolve cell (else null → legacy).
- PlayerMovementController.SetPosition: 3-arg overload seeds CellPosition from the
wire's (cell, local) via SnapToCell; 2-arg delegates with cellLocal=pos (anchor
(0,0,0) == legacy → zero test churn).
- GameWindow.CellLocalForSeed: the placement seam (_liveCenter used ONCE here to
derive the cell-local; physics carries it forward without _liveCenter).
Regression: TeleportFarTownRunawayTests (south + east edge, unstreamed neighbour).
Core 1529 / App 480, zero regressions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The wire local is LANDBLOCK-relative [0,192); the cell low word = floor(local/24),
so a consistent (cell,local) pair must keep them in lockstep. Two retail-faithful
corrections vs the first pass:
- SnapToCell canonicalizes the OUTDOOR seed via AdjustToOutside (retail
SetPositionInternal/adjust_to_outside @0x00504A40 — the #107 'never trust a
server (cell,pos) pair' protection). Indoor seeds stay verbatim (BSP-validated).
- SyncCellPositionDelta calls AdjustToOutside on EVERY delta, not just on 192 m
crossings, so intra-landblock 24 m cell-index changes track (needed by Slice 3
membership). Idempotent within a cell.
Tests rewritten to verify both (the earlier test paired an inconsistent cell+local).
Core 1527 passed / 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add CellPosition (retail Position type) alongside the world Vector3 Position.
The Position setter mirrors each world delta into the cell-local origin and
calls AdjustToOutside only when the local coord crosses a landblock boundary
([0,192) on X or Y), so the within-block cell id is preserved from the wire
seed. SnapToCell seeds both positions from the wire's (cell, local) pair
verbatim — no streaming center involved. Unseeded bodies (ObjCellId==0) and
indoor cells are no-ops in the delta path. UpdatePhysicsInternal's existing
`Position +=` desugars through the new setter automatically; no call sites
changed. 4 new unit tests; full Core suite 1526 passed / 0 failed / 2 skipped.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The new value type collided with DatReaderWriter.Types.Frame (used in
physics-adjacent code like ShadowShapeBuilder), which the structural fix
(per-file using-aliases across 6 files) would have re-incurred in every
later physics slice. Renamed the TYPE to CellFrame; the Position.Frame
MEMBER keeps retail's name. Restored the 5 alias-only files to their
pre-Slice-1 state; synced spec + plan. Core 1522 passed / 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Introduces the two value types (Frame, Position) that represent retail's
cell-relative position pair (acclient.h:30647/30658). Types are unused
by consumers yet — zero behavior change. Also ports LandDefs::get_block_offset
(pc:69189, @0x0043e630): world-meter offset between two named landblock ids,
the ONLY cross-cell translation primitive in retail physics. Conformance tests:
same-landblock→Zero, south-neighbour→(0,-192,0) (the exact #145 cascade cell),
east-neighbour→(+192,0,0), diagonal→(+192,+192,0). 4/4 pass; full Core suite
1522 passed / 0 failed. DatFrame alias added to 4 files that had using
DatReaderWriter.Types + using AcDream.Core.Physics in scope simultaneously.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Opus phase-boundary review findings:
- I1 (faithfulness): LoadToPercent now computes from the CLAMPED fill
(floor(LoadToFill(load)*300)), so the burden % SATURATES at 300% like retail
(decomp 176544-176576 clamps arg2 to [0,1] BEFORE the *300). The old
floor(load*100) over-read to 400% at 4x capacity. Golden test corrected.
- I2 (partition): exclude equipped items (CurrentlyEquippedLocation != None) from
the contents grid + selector — a mid-session self-wield routes them through
MoveItem(item, WielderGuid=player) into GetContents(player); retail's gm3DItemsUI
shows pack contents only. New conformance test.
- N1: drop dead 'using System.Collections.Generic' (left after the 383e8b7 cleanup).
- N3: AP-48 risk wording (drift can be low OR high vs server EncumbranceVal).
Build green; BurdenMath 17, InventoryController/UiMeter 10 tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
GpuWorldState.RemoveLandblock rescued persistent entities (the player)
only from the _loaded list, silently dropping one sitting in the
_pendingByLandblock bucket. The player is re-injected via AppendLiveEntity
every frame; right after a teleport its destination landblock has not
streamed in yet, so the player lands in the pending bucket — and if that
landblock is then unloaded during the streaming churn, the persistent
entry was dropped, violating the "persistent therefore survives unload"
contract. Leading candidate for the #138 "own avatar vanishes after a
couple round-trips" symptom (cumulative; needs user visual confirm).
Fix: scan the pending bucket for persistent guids and rescue them too,
so DrainRescued re-parks them at the next valid landblock. Provable
correctness fix with a deterministic test (rescue-from-pending plus a
negative for non-persistent). Core tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>