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4 commits

Author SHA1 Message Date
Erik
4abd1b5eb7 fix(physics): AP-152 — dispatch collision shapes BSP-first, at emission and at the cell flood
The register row predicted "catching or stopping on a doorway sill". That
symptom could not have been occurring. `Transition.BspOnlyDispatch`
(TransitionTypes.cs:1348, landed 2026-05-25 as A6.P7) already skipped both
primitive branches (:3911, :3954) whenever the target's wire PhysicsState
carries HAS_PHYSICS_BSP_PS, and ACE sets that bit from CSetup.HasPhysicsBSP
for every affected Setup. The extra primitive was never tested for collision.

The live defect was CELL MEMBERSHIP. The same shape list feeds
`ShadowObjectRegistry.BuildFloodSpheres`, which had no such guard and
preferred Cylinders over everything whenever any Cylinder existed — retail's
SECOND priority applied ahead of its first. For the 73 CylSphere+BSP Setups
acdream therefore flooded shadow cells from the cylinder and never from the
slab: an object absent from cells it physically occupies, which is the
#98 / #168 symptom class, not the door-collision class the row named.

Retail, re-disassembled from the PDB-paired binary (v11.4186, CodeView GUID
9e847e2f-777c-4bd9-886c-22256bb87f32, check_exe_pdb.py MATCH) rather than
taken from Binary Ninja, which drops flag tests:

  CPhysicsObj::FindObjCollisions @0x0050f050
    0x0050f165  test dword [esi+0xa8], 0x10000
    0x0050f16f  je   0x50f1a2        ; clear -> primitive dispatch
    0x0050f18d  call 0x518180        ; CPartArray::FindObjCollisions
    0x0050f19d  jmp  0x50f2b0        ; UNCONDITIONAL, past BOTH primitive loops
                                     ; (CylSphere 0x50f1a2, Sphere 0x50f21d)
    0x0050f1d6  jae  0x50f317        ; CylSphere loop exhausted -> RETURN
    0x0050f22f  je   0x50f31b        ; zero Spheres -> RETURN seeded OK_TS

  CPhysicsObj::calc_cross_cells @0x00515230
    0x00515285  test dword [esi+0xa8], 0x10000
    0x0051528f  jne  0x515305 -> CPhysicsObj::find_bbox_cell_list @0x00510fc0
    0x005152d1  call 0x52b9f0        ; cylsphere branch, below the jump
    0x005152fb  call 0x52b990        ; sorting-sphere branch, below the jump

Priority at both consumers: BSP -> CylSphere -> Sphere -> nothing. BSP wins.
Every address above was resolved back to its symbol by exact lookup in
named-retail/symbols.json.

Changes:

* `ShadowShapeBuilder.FromSetup` gains a step-0 dispatch gate. Steps 1 and 2
  are skipped entirely when any part's EFFECTIVE GfxObj carries a physics
  BSP. The gate and step 3 now share one `EffectivePartGfxObjId` helper, so
  they cannot read different identities — a gate on `setup.Parts` would,
  after an ObjDesc swap, suppress the primitives while step 3 emitted
  nothing and `Build` returned null, deleting the entity's collision.
  Emission order is unchanged. This also removes acdream's undeclared
  reliance on the server sending the flag: the gate is derived from the
  parts, exactly as CPartArray::CacheHasPhysicsBSP @0x00518110 derives it.

* `ShadowObjectRegistry.BuildFloodSpheres` now applies calc_cross_cells'
  own order: BSP, else Cylinder, else everything. Given the gate above this
  is a no-op for every shape list acdream produces (FromSetup is now
  exclusive; both landblock-static publishers already emit homogeneous
  lists), so the measured membership delta remains attributable to the
  gate alone. It is kept for the same reason BspOnlyDispatch is kept: retail
  genuinely dispatches here, and it guards a future additive producer.

`Transition.BspOnlyDispatch` is deliberately untouched.

Register: AP-152 RETIRED with its four false statements corrected — the risk
statement (the symptom was already inert); "small and centred at the part
origin" (max primitive is 6.714 m, and 0x0200086E's sphere origin is
(0.759, 0.165, 5.842)); the cottage door's "~14 cm base Sphere" (it is
0.100 m; 0.141 is Setup.Radius, which AP-22 proved is never collision
geometry); and naming one pinning test where two existed. AP-153/154/155
filed: retail's dispatch flag is cached once at InitPartArrayObject+0x7e
where acdream's gate is live; the query-time guard takes a client-derived
flag off the wire; and the static publishers emit Setup Spheres as
height-capped Cylinders while BuildFloodSpheres approximates retail's
bounding box with bounding spheres.

Tests. Both pinning tests corrected, neither deleted:
`FromSetup_DoorSetup_ProducesFourShapes` -> `..._EmitsBspPartsOnly`;
`FromSetup_DoorSetup_SphereAtExpectedLocalOffset` re-hosted on
`_ => false`, the DAT-real configuration for the 3,605 Sphere-only Setups.
`FromSetup_ScaleFactor_MultipliesAllRadiiAndOffsets` was the campaign's
eighth green test covering nothing — its assertions sat inside
`if (CollisionType == Cylinder)` on a fixture with zero CylSpheres, so only
`Scale == 2.0f` ever ran. Proved empirically: with the sphere radius scale
deleted, the old body passes and the corrected body fails. Three new facts:
the effective-identity gate, the App-layer CylSphere+BSP registration (no
App fixture combined the two before), and the flood-set dispatch. One new
installed-DAT sweep pins 172 affected Setups (73 CylSphere+BSP, 99
Sphere+BSP) behind external bucket controls, re-measured independently and
agreeing exactly with the filing commit's separate sweep.

All eight sabotages run and reported; every discriminating fact reddens in
the intended direction and only there. Clean Release build after deleting
every bin/obj: 0 errors. Complete suite 11,203 passed / 4 skipped / 0
failed, +5 on the 11,198 baseline at ec29a732 — exactly the five added
facts, no new skips.

Blast radius, corrected: the FromSetup half is graphical-only (its sole
production caller is LiveEntityCollisionBuilder in AcDream.App, which
AcDream.Headless cannot reference — Headless -> Runtime -> Core/Content).
The BuildFloodSpheres half lives in AcDream.Core and DOES execute in
Headless via LandblockPhysicsContentBuilder, but is behaviour-neutral there
because both of that builder's registrations pass homogeneous lists.
Headless suite green at 89/89.

NOT yet gated live: this changes shadow-cell membership for 22 Setups used
by 151 Door weenies and 38 stationary props. Needs a connected session.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-06 14:51:36 +02:00
Erik
96ae274081 fix #182: port CSphere collision family — retail-faithful crowd wiggle (retires TS-45)
Humanoid creatures/players collide as body Spheres (ShadowShapeBuilder emits
Sphere-type shadows for a Setup with Spheres + no CylSpheres), so player-vs-monster
crowd contact ran through Transition.SphereCollision — a hand-rolled 3-D wall-slide
(register TS-45), NOT a port of retail CSphere::intersects_sphere. It shaved no eps,
force-pushed each contact RADIALLY to a fixed combinedR+1cm shell, ignored the head
sphere, and always returned Slid. In a crowd the opposing radial de-penetration
pushes from neighbours fight each other -> the player wedges and can't wiggle free
(the user's live report).

Port the full CSphere family verbatim — dispatcher 0x00537A80 + step_sphere_up /
slide_sphere / land_on_sphere / collide_with_point / step_sphere_down — the direct
analog of the 2026-07-05 CCylSphere port (#172). The grounded slide now routes
through the shared crease SlideSphere (0x00537440, #116-Ghidra-confirmed) ->
tangential shuffle along the contact toward gaps, retail-faithful. isCreature
(target creature/missile) gates OFF the stand-on/land-on branches (2 & 5). ACE
Sphere.cs = readable oracle; pseudocode doc 2026-07-07-csphere-collision-family.

Retail-faithfulness verified: CTransition::validate_transition (0x0050aa70:272593)
reverts curr_pos on any non-clean-OK step, so a deep-mutual-overlap start wedges in
retail too — the realistic crowd-edge graze slides free (SphereCollisionFamilyTests
slide-around trajectory: player grazes a creature's SW, curves around its west side,
continues N).

TS-45 retired, AP-84 added (PerfectClip TOI dead in M1.5). Core 2603/0, App 741/0.
Pending user visual gate.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 11:25:56 +02:00
Erik
989cc25d80 fix(physics): register BSP-only furniture weenies -- drop premature cyl/sphere/radius gate
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>
2026-06-24 21:04:32 +02:00
Erik
79dee342f2 fix(physics): Slice 1 — delete render-mesh-AABB synthetic collision; DAT-only shape authority
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>
2026-06-24 18:57:46 +02:00