#193 FIXED (119a2326), verified by before/after dotnet-counters on the same
6-min churny roam: LOH 1.1→6.1 GB climbing (leaked) vs 0.24→0.64 GB then FLAT
(fixed); no crash. #194 filed: WbDrawDispatcher._groups never pruned (LOW,
bounded, not a crash risk) — surfaced during the #193 heap analysis.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Root cause (measured, not guessed): the OOM was a MANAGED Large-Object-Heap leak
(~5 GB in 6 min of roaming; working set 1.6 GB -> 7.6 GB), dominated by ~3.8 GB of
live System.Single[]. A heap-retention analysis of a captured gcdump traced 241 of
242 giant float arrays to a single List<float>: WbDrawDispatcher.InstanceGroup.Opacities.
#188 (2026-07-09, fading doors) added Opacities as a 5th per-instance parallel list
alongside Matrices/Slots/LightSets/IndoorFlags, but left it out of the per-frame
clear loop (WbDrawDispatcher.cs:959). So Opacities.Add(1.0f) fired once per drawn
instance per frame and the list never reset — growing forever; List<float> capacity
doubling produced the observed ~128 MB / ~512 MB power-of-two arrays and OOM after
~50 min. Hit both UI builds because it's core render, and started only recently
because Opacities did not exist before #188.
Fix: extract the per-frame reset into InstanceGroup.ClearPerInstanceData() (promoted
InstanceGroup private->internal) that clears ALL FIVE parallel lists in one place, so
a future 6th list can't silently drift out of the frame lifecycle again. Line 959 now
calls it. TDD: InstanceGroupClearTests asserts every parallel list resets (RED with
the old 4-list clear, GREEN after adding Opacities.Clear()).
Static-audit note: this is exactly why we measured before fixing — the audit ranked
GlobalMeshBuffer (GPU) #1 and the entity-dict leak #3; both were wrong about the
dominant cause. The dotnet-counters (managed vs native) + gcdump retention graph
named the real one-line culprit.
Secondary (NOT this commit): _groups dictionary is never pruned (bounded by distinct
group keys, empty groups are cheap) — filed as a follow-up, not the multi-GB driver.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Two reproducible Out-of-memory crashes in one evening (Release build): one after
an extended dev-UI session, one after ~50 min of retail-UI play. Cause
uncharacterized. Filed post-M2 (stability, not M2 critical path).
Explicitly warns against the retracted "entity leak" reading: the smoke plugin's
"saw N entities total" is a cumulative spawn-EVENT counter, not residency.
Investigation must measure actual managed + unmanaged/GPU memory growth over
time, capture-first. May have contributed to tonight's phantom door-regression
(memory pressure -> GC thrash -> dropped inbound motion).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
User-gated the full dungeon round-trip (enter via portal -> navigate rooms ->
exit to the outdoor world), completing the #138 acceptance. Both M1.5 demo
halves are now confirmed: building/cellar (prior sessions) + full dungeon
round-trip (2026-07-10). Milestone-crossing artifacts per the milestones-doc
discipline:
- Pinned M1.5 landing writeup + flipped header to ✅ LANDED; caveats explicit
(#145-residual far-town teleport-OUT + #116 slide-response carried as
post-M1.5 follow-ups, NOT blockers).
- Freeze list applied: all M1.5 phases (indoor render Option A, A6/A6.P4
physics, A7 lighting, full Phase G.3 dungeon support) now frozen per rule 2.
- M2 "Kill a drudge" flipped to ACTIVE; first ports = CombatMath.ComputeDamage
(F.3) + inventory panel (F.2) + combat anim (L.1c).
- CLAUDE.md "currently working toward" advanced to M2.
- #138 closed (user gate).
No demo video (per the user's standing preference).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
User re-confirmed the ENTER + NAVIGATE half of the dungeon round-trip works
(retail-UI session). The EXIT half (portal-out to outdoor, esp. far-town where
#145-residual lurks) wasn't exercised, so #138 stays open and M1.5 does not land
until the exit gate passes. Marks exactly where next session resumes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The milestones doc, roadmap, CLAUDE.md banner, and #138's ISSUES cross-ref had
drifted ~4 weeks behind shipped work — they still claimed "dungeons don't work
AT ALL / terrain-less landblocks unsupported (#133)", which sent this session
chasing a phantom door "regression" for an hour. Git reality (and tonight's live
dungeon session) refute it:
- #133 teleport-into-dungeon DONE (G.3a hold-until-hydrate FSM 7947d7a/2ce5e5c8/47ae237e);
the terrain-less premise was refuted at design time (90786c19: dungeon LandBlock
is flat-terrain, streams via the existing pipeline).
- #95 portal-graph visibility blowup RESOLVED (9.1M→~39k instances, a40c38e8).
- #137 dungeon collision CLOSED (0efa7ed2); doors #187/#188; A7 lighting #79/#93/#80/#154 CLOSED.
- #138 teleport-OUT ESSENTIALLY RESOLVED in code — the remaining M1.5 gap is one
RECORDED end-to-end round-trip user gate, not broken code.
Also fixes a numbering trap: #138's body cited "#146/#147" for its collision
residuals, but those numbers are D.2b inventory-polish issues in this worktree;
the real residuals are #152 (portal-in walls, DONE 49d743f) + #151 (far-town
walls, FIXED 9743537). Sole live residual now surfaced: far-town teleport-OUT
arrival cascade (#145-residual, REOPENED — capture-harness-first).
Historical working-notes annotated [SUPERSEDED] rather than deleted.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
"Looks good." Filed directly to Recently closed since the fix already
shipped and gated this session (fa9aedca).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
User-reported: logging in at a non-Holtburg position sometimes showed
stabs/scenery floating in the wrong place. Root-caused via a threading/
lifecycle trace, not inference: WorldSession transitions to InWorld
immediately after the login handshake (WorldSession.cs:608) — well
before the player's own spawn CreateObject (which carries their real
position) has arrived over the network. The streaming gate's old
condition (`!IsLiveModeWaitingForLogin || liveInWorld`) opened the
instant InWorld fired, letting the background streaming worker
(LandblockStreamer's dedicated Thread) build real landblocks using
whatever _liveCenterX/Y held at that moment — the Holtburg startup
placeholder, not a "not known yet" sentinel. Landblocks that started
building in that window bake their world offset from that placeholder
at build time; if their build was still in flight when the real spawn
arrived and recentered the world (ForceReloadWindow, which only
unloads already-RESIDENT landblocks), they finished and got applied
anyway — stale-positioned geometry landing wherever the guess put it
relative to whatever streamed in afterward with the corrected center.
Confirmed with the user this wasn't "wrong placeholder, need a better
one" — any placeholder racing against the real answer reproduces the
same bug. The fix removes the race instead: StreamingReadinessGate
.ShouldStream requires an explicit liveCenterKnown flag (true only once
the player's own spawn has been processed) in addition to liveInWorld.
Nothing streams in live mode until the real position is confirmed — no
placeholder value is ever acted on. Preserves the #106 gate-3 fix this
gate originally existed for (auto-entry waits for terrain under the
spawn; terrain streaming must not wait for chase mode in turn, or the
two deadlock) since liveCenterKnown becomes true independently of chase
mode, driven purely by the spawn packet's arrival.
The stricter render gate (GameWindow.cs:9596, hides ALL world geometry
until chase mode engages, no relaxation) already provided a partial
safety net and is unchanged — this fix stops the stale geometry from
ever being built, rather than relying on the render gate to hide it
until the reveal.
Core 2680+2skip / App 741+2skip / UI 425 / Net 385 green.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
User-driven triage pass over ~60 open issues: 19 closed from the
user's own recollection, 8 more closed after this session's parallel
investigation confirmed the underlying bug/task no longer applies
(#96 accepted-divergence reclassification, #60/#68/#126/#4/#81/#33
fixed by commits that never cross-referenced their issue number, #87
superseded by Phase O + Phase A8). 9 issues investigated and confirmed
still genuinely open got a dated triage note appended in place
(#116/#104/#178/#29/#146/#147/#148/#156/#72); #41 got a user-note only.
Two investigated issues (#148, #156) turned up real completed fixes
sitting on an unmerged branch (claude/peaceful-visvesvaraya-e0a196,
11 commits, diverged from main 168 commits ago) — flagged in their
triage notes and separately to the user, not acted on here.
Verified before committing: header count unchanged (200 before/after,
no blocks lost or duplicated), spot-checked 6+ closures across every
category (user-closed, investigation-closed, stayed-open-with-note,
the #87 duplicate-heading edge case) for accuracy against the
underlying investigation evidence.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
#137 was already closed in a prior session (0efa7ed2) but this banner
hadn't been updated; A7 dungeon lighting (#79/#93) closed this session.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
"Number 80 is closed, I verified again." Moved #93 (the lighting
umbrella) and #80 (2nd-floor darkness) to Recently closed. #94
(held-item spotlight) is NOT folded into this closure and stays open —
user confirmed acdream doesn't support equipping hand-held items yet,
so it's currently untestable; marked BLOCKED rather than an active A7
target so it doesn't keep resurfacing as unfinished lighting work.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
"Fountain is back! We can close it." Root cause was #190 (entity-id
overflow), not the light-carrier hydration fix directly. Moved to
Recently closed with the mechanism summary; the candle-flame
identification sub-thread is noted as an unraised residual rather than
a new open issue, since the user didn't re-flag it.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- #190 (interior entity id overflow) moved to Recently closed with full
evidence trail — found + fixed same session as #189's investigation.
- #189 (missing particles) updated: root cause was #190's id aliasing,
not the light-carrier hydration fix itself; fix shipped but the
fountain's water spray hasn't been re-confirmed visually yet (session
moved to an FPS question, then a movement bug, before circling back).
The "candle" identification sub-thread stays open regardless.
- #93 (indoor lighting umbrella) updated earlier this session with the
two A7.L1 root causes + fixes; #80/#94 still need re-verification
before it can close.
- #191 filed: tapping W briefly glides forward without playing the step
animation (retail: single visible step). Different subsystem
(movement/animation, not rendering) — not investigated this session,
filed to keep it from interrupting A7 lighting/particle work.
- Roadmap Phase A7 progress note added earlier this session.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Found while investigating #189 (missing fountain/candle particles):
reverting the A7.L1 light-carrier hydration fix (9ebb2060) made the
Town Network fountain's water-spray particle work again, which didn't
fit the earlier dat-truth finding that the fountain's own entity was
never touched by that fix. Traced with ACDREAM_DUMP_ENTITY: the
fountain's hydrated entity.Id shifted between reverted (0x400007F8)
and fixed (0x40000815) builds — a 29-id delta matching the extra
mesh-less light carriers the A7.L1 fix now keeps alive earlier in the
same landblock's hydration pass.
Root cause: GameWindow's interior-entity id scheme
(interiorIdBase + localCounter, "0x40XXYY##") reserves only 8 bits
(256 values) for a landblock's ENTIRE interior static population — a
residual explicitly flagged in the #119 fix's own comment ("counter
overflow past 0xFF still bleeds into the lbY byte"). The Town Network
hub (205 cells, one landblock) already sat at 248 before A7.L1; the
light fix pushed it to 277, past the boundary. 0x40000815 decodes as
landblock Y=0x08 — NOT this dungeon's true Y=0x07 — the exact #119
cross-landblock aliasing bug, reincarnated by entity count instead of
a computation bug. EntityScriptActivator keys particle-script
instances by entity.Id directly (no landblock-hint disambiguation
unlike the #119 batch cache), so the aliased id silently broke the
fountain's script tracking.
Fix: AcDream.Core.World.InteriorEntityIdAllocator widens the counter
8->12 bits (256->4096) by shrinking the fixed class prefix from a
full byte (0x40) to its top nibble (0x4_) — verified safe against
every entity.Id classification check in GameWindow (none decode X/Y
back out, they only check thresholds/prefixes). Added a loud
one-time [id-overflow] log if a landblock ever exceeds the new
budget, so this class of bug can never hide silently again.
Core 2675+2skip / App 741+2skip / UI 425 / Net 385 green.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Same-session follow-up: user confirmed the light-carrier hydration fix
worked, then reported missing candle flames + fountain water particles.
Tested whether it's the same root cause (a mesh-empty Setup dropped by
EntityHydrationRules before its Setup.DefaultScript — the ambient
particle script GpuWorldState.cs:221 fires — is ever read). Refuted: the
fountain (0x02000AA3) has a surviving mesh part and a real DefaultScript
(0x33000B21), never dropped by the gate. The guessed "candle" objects
(0x02001967, ring of 16 around the fountain) have real mesh and no
DefaultScript at all — not candles. Separate root cause; filed as its
own issue rather than chased further this session.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Root-caused via dat-truth inspection, not inference: the A7.L1 visible-
cell scoping fix (previous commit) had zero visual effect because the
Town Network fountain room (cell 0x00070144) registers ZERO lights of
its own — confirmed directly against the dat, not assumed. The room's
one dat-authored fixture, Setup 0x02000365 (a ceiling light 5m above the
fountain, warm color, intensity 100), has a single visual part that is a
#136-class runtime-hidden marker. Flattened mesh ref count: 0. GameWindow
's per-stab hydration loop treated meshRefs.Count==0 as "doesn't exist"
and dropped the whole entity before the Setup's Lights were ever read —
so a mesh-less "light attach point" fixture, a normal AC dat authoring
pattern, could never register. Retail's light registration (add_light,
CEnvCell::UnPack) is architecturally independent of a fixture's own mesh
visibility.
Fix: track the stab's Setup.Lights.Count alongside meshRefs during
hydration; keep the entity (with empty MeshRefs — nothing to draw, still
something to light) whenever either is nonzero. Extracted the decision
into EntityHydrationRules.ShouldKeepEntity (pure, unit-tested) since
GameWindow's hydration loop isn't independently testable. Confirmed no
downstream consumer assumes MeshRefs.Count >= 1 (WbDrawDispatcher already
guards on it before any indexing).
Core 2666+2skip / App 741+2skip / UI 425 / Net 385 green. Apparatus:
Issue93TownNetworkFountainRoomLightInspectionTests (dat-truth dump,
reusable for other rooms in this class).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The Town Network hub (498 registered fixtures) starved the player's own
room: BuildPointLightSnapshot's player-nearest-128 cap sorts by raw
Euclidean distance, which isn't a reliable proxy for "same room" in a
dense maze — a fixture on the other side of a wall can be geometrically
closer than the room's own torches and win the cap. LightSource.CellId
tagging and the [indoor-light] membership probe already existed from the
c500912b/#176 arc; the missing piece was a candidacy filter.
BuildPointLightSnapshot(playerWorldPos, visibleCells) now narrows
candidates to the frame's actual visible cells before the existing
dynamics-first player-nearest cap runs (cell-less lights, e.g. the viewer
fill, always included). GameWindow feeds LAST FRAME's already-rendered
RetailPViewFrameResult.DrawableCells — one frame of latency instead of
re-threading a mid-DrawInside callback, which was the exact mechanism
(c500912b) that caused the earlier #176 seam-floor flicker regression.
The distance-sort anchor stays the player, unchanged.
AP-85 updated in place (third revision) rather than adding a new row —
same underlying divergence, now with the render-visibility approximation
of retail's true DBObj-load/flush-bounded resident registry documented
alongside its residual risk (one unscoped frame on portal re-entry).
Core 2652+2skip / App 741+2skip / UI 425 / Net 385 green. Pending: user
visual gate at the Town Network fountain, and a #176 corridor-seam
non-regression recheck (Facility Hub, different landblock).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Investigation handoff for the deferred A7 per-cell light-scoping fix (#79/#93/#176/#177).
Ambient verified retail-faithful three ways (decomp + dat SeenOutside + live retail
cdb capture: SetWorldAmbientLight level 0x3e4ccccd == 0.2f bit-exact). No fix applied.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Lands the fading-secret-door feature and fixes the door "flip-back" that
surfaced while testing it.
#188 — fading-wall doors (e.g. "Pedestal Weak Spot") fade their wall part
out via TransparentPartHook instead of swinging:
- TranslucencyHookSink consumes TransparentPartHook -> TranslucencyFadeManager
(per-(entity,part) linear translucency ramp; holds at End frame).
- WbDrawDispatcher: new per-instance alpha SSBO (binding 7); ClassifyBatches
takes opacityMultiplier (1 - translucency, per CMaterial::SetTranslucencySimple
0x005396f0) forcing AlphaBlend; fully-invisible parts skipped.
- mesh_modern.vert/.frag: binding-7 InstanceAlphaBuf -> vOpacityMultiplier ->
FragColor.a *= vOpacityMultiplier.
- Register AP-89: the fade multiplies sampled texture alpha, not a separate
D3D9 material alpha channel (observably identical for texture-alpha==1 surfaces).
Door flip-back fix (affected BOTH #188 fading walls AND #187 sliding doors): a
door/wall that finished opening holds a single unchanging frame, so the
uncommitted IsEntityCurrentlyMoving cache-bypass narrowing dropped it onto the
Tier-1 static cache -- which only remembers the REST pose + opacity 1.0 --
snapping it visually shut/opaque while physics stayed open. Reverted that
narrowing: every Sequencer entity stays on the per-frame path (live pose + live
fade opacity), the known-good pre-optimization behavior. The per-frame CPU cost
that narrowing chased was a Debug-build artifact -- Release is GPU-bound
(~200 fps in Sawato, measured), so the unconditional add is free where it
matters. Left a code comment barring re-introduction.
Tests: full Core suite green (2649 passed, 2 skipped). Live visual gate PASSED --
both fading-wall and sliding doors hold open.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The door-swing animation rescue (GameWindow.cs:3897, for entities whose rest pose
is a static single frame but which still carry a reactive MotionTable) was gated on
an exact display-name string match. Sliding doors, gates, portcullises, and disguised
secret-passage props ("Magic Wall") all fail that check because their in-game Name
isn't literally "Door" -- so ACE's UpdateMotion for them was silently dropped forever
by the _animatedEntities.TryGetValue bail-out in OnLiveUpdateMotion.
Retail's own dispatch chain (ACCObjectMaint::CreateObject -> CPhysicsObj::
set_description -> SetMotionTableID -> CPartArray::SetMotionTableID 0x005186e0 ->
MotionTableManager::PerformMovement) is unconditionally data-driven: the only gate
for creating a motion dispatcher anywhere in that chain is "motion table id != 0" --
no CDoor class, no WeenieType switch, no name check. Production weenie data confirms
Sliding Door / Portcullis / Gate / Magic Wall all carry the identical WeenieType=Door
+ non-zero-MotionTableId shape as a plain "Door", differing only in display name.
Fix: the branch's existing `mtableId != 0` check (already computed one line later)
is now the entire gate, matching retail exactly. IsDoorSpawn deleted (dead code);
IsDoorName kept only for an unrelated diagnostic log-label filter.
Live-verified: sliding doors now animate open/closed correctly. Full regression
green (App 741 / Core 2631).
docs(#188): file the fading-wall render gap surfaced during #187's live gate
A "Pedestal Weak Spot" secret-passage door dispatches correctly (proving #187's fix
reaches it) but never visibly changes. Decoded its actual dat MotionTable directly
(0x090000F9): its open cycle carries EtherealHook + TransparentPartHook +
SoundTableHook -- a translucency-fade effect, not part-transform motion. acdream's
IAnimationHookSink documents these hook types as intended for "GfxObjMesh / renderer
state mutations" but no sink anywhere consumes them (only Particle/Lighting/Audio are
wired) -- confirmed via full-repo grep. Collision already works correctly via a
separate server-authoritative SetState wire message, independent of the animation
hook. This is feature-shaped rendering work (a per-part runtime alpha under the
mandatory N.5 bindless pipeline), not a quick fix -- filed for its own design pass.
Kept Issue188FadingDoorMotionTableInspectionTests.cs as a reusable MotionTable/hook
decoder for future "why doesn't this animate" questions.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
#137 collision scope is done — user confirmed all dungeon door types can be clicked
and passed through with no phantom blocks (adds to the 2026-07-06 corridor +
window/opening gates). The same check surfaced a SEPARATE visual bug: sliding doors
and "fading wall" gates don't play their open animation, only literal-name "Door"
entities do (GameWindow.cs:3128 IsDoorSpawn gates the reactive-motion-table rescue on
an exact display-name match). Filed as #187 for investigation before any fix.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The live retail cdb trace decided it: retail roots at the connector 0118 at the
grey pose (NOT the PICK fork) AND still draws the player room 0116 from that root,
because retail's InitCell side test reads the dat PortalSide bit where acdream's
render path reconstructed the interior side from the cell AABB centroid (mis-sides
a thin connector). ISSUES #186 -> CLOSED; handoff gets a RESOLVED banner.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The indoor GREY flap at a top-floor connecting room. The render portal side-cull
reconstructed each doorway's "interior side" (PortalClipPlane.InsideSide) from the
cell's AABB CENTROID. For a THIN connector cell (0xF6820118, 5 render polys), the
bounding-box center falls on the WRONG side of the 0118->0116 doorway, so the eye
read as a back-portal and the forward room 0116 was culled -> the aperture showed
the fog clear color = grey.
Retail's PView::InitCell (0x005a4b70) and acdream's own PHYSICS path
(CellTransit.cs:190) both read the explicit dat PortalSide bit ((Flags&2)==0)
instead of guessing from geometry. Port the render path (GameWindow.BuildLoadedCell)
to the same bit.
Proven by a live retail cdb trace (retail draws 0116 from the 0118 root at the grey
pose; tools/cdb/issue186-connector-decider.cdb) + an offline dat diagnostic
(Issue186...PortalSide_CentroidVsDatBit_AtGreyEye): the dat bit matches the old
centroid on every portal of these cells EXCEPT the one #186 breaks, so the switch is
surgical. Full regression green (App 741 / Core 2631); the CornerFlood + Issue113
dat-loading helpers updated to the same bit confirm every real Holtburg/tower/hall
cell floods identically. Touches neither PortalSideEpsilon nor the deleted
EyeInsidePortalOpening rescue (the two DO-NOT-RETRY traps).
Live-gated: user-confirmed no grey at any camera angle; probe shows 216 root=0118
frames, 0 still grey (0118->0116 now TRV, vis=4).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Retail SEAMLESS at the same spot (user-confirmed) => real acdream bug: the eye seats
in a sparse 5-poly connector cell 0xF6820118 looking back at the player's room 0116,
and acdream drops 0116 (back-portal side-culled) so the doorway aperture shows the fog
clear color = grey; retail keeps 0116 drawn. RULED OUT: null-root/AD-20/AD-21 (root
valid, eyeInRoot=Y); the color-clear gating (retail's gated DrawCells Clear is
depth/stencil, post-LScape::draw). Next step = retail cdb trace (viewer_cell +
cell_draw_list at the grey pose) to pin viewer-cell PICK vs portal FLOOD, then a careful
frozen-render fix. Full handoff + apparatus + DO-NOT-RETRY + code/decomp sites in the doc.
Keeps the offline cell-geometry inspection test.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Camera-direction-dependent grey (world background) at a top-floor connecting room.
Diagnosed by class (doorway-FLAP family): null viewer-cell root -> AD-21 outdoor
fallback; camera dependence -> AD-20 camera-eye viewer-cell resolution. Report-only
investigation next: ACDREAM_PROBE_FLAP capture at the spot.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Live gate passed. ISSUES #185 moved to DONE with the corrected root cause
(registration overflow, not the collision response). The handoff's convex-edge
theory and design-v1's grounding-retention theory are both recorded as superseded.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Root cause (live capture #3 + code): GameWindow's per-part landblock shadow
registration used a synthetic part-id `entity.Id * 256u + partIndex` that
OVERFLOWS uint32 for class-prefixed landblock ids (0x40/0x80/0xC0...). The << 8
drops the prefix byte, so different-class entities sharing the low 24 bits
collide on ONE shadow part-id and Register's deregister-then-insert silently
overwrites one entity's collision geometry. Landblock 0xF682 had 23 such
collisions incl. the stair runs (0xF6822100 <- {0x40F68221, 0xC0F68221}, ...),
so 3 mid-staircase steps rendered but had no collision -> the player floats into
the hole and the (faithful) PrecipiceSlide wedge fires = the 'invisible wall
half-way up the stairs'.
Fix (Option A, retail-faithful): register each multi-part landblock entity via
ShadowObjectRegistry.RegisterMultiPart under its UNIQUE 32-bit entity.Id
(retail CPhysicsObj::add_shadows_to_cells 0x00514ae0 -> CPartArray::AddPartsShadow
- one object, a part array; no synthetic per-part id). New testable builder
ShadowShapeBuilder.FromLandblockBspParts decomposes each MeshRef.PartTransform to
local pos/rot/scale; RegisterMultiPart reconstructs the identical world placement.
Building shells stay excluded (building channel); the Setup cyl/sphere path is
unchanged (runs only when entityBsp==0, retail BSP-xor-cyl dispatch). Despawn is
landblock-scoped (RemoveLandblock by cell prefix), so the id change is safe.
Tests: ShadowRegistrationOverflowTests (overflow arithmetic; old scheme drops one;
RegisterMultiPart keeps both; builder). Issue185OutdoorStairsSeamReplayTests
(dat-free clean-climb pin). Core 2629 / App 741 green, 0 warnings.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Live capture #3 (cp-write + entity-source + full bsp-test object map) disproved
v1's grounding-retention theory and pinned the real bug: GameWindow.cs:7951
partId = entity.Id*256+partIndex OVERFLOWS uint32 for class-prefixed landblock
ids (0x40/0x80/0xC0), dropping the prefix byte so different-class entities sharing
the low 24 bits collide on one shadow part-id; Register deregisters the loser
(last-writer-wins), silently deleting collision geometry while render shows every
step. Landblock 0xF682 has 23 such collisions incl. the stair runs. The player
floats into the collision hole and the PrecipiceSlide wedge fires = the invisible
wall (a faithful symptom). Fix = Option A: RegisterMultiPart per entity (unique
32-bit entity.Id, retail add_shadows_to_cells/AddPartsShadow model), unifying on
the one faithful multi-part path and deleting both synthetic-id schemes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>