Commit graph

392 commits

Author SHA1 Message Date
Erik
687040ba52 feat(render-diag): add ACDREAM_PROBE_PORTAL_CHURN flag for the bounded-propagation pin
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 12:49:17 +02:00
Erik
d6aa526dd3 diag(render/physics): flap root-caused to physics rest µm-jitter; refute prior diagnoses
Apparatus + handoff for the indoor flap. Confirmed (primary evidence): the flap is the
portal-flood clip being µm-sensitive at the threshold, driven by a ~1-8µm jitter in the
player RenderPosition (physics resting position not bit-stable; Lerp surfaces it). REFUTES
the 2026-06-07 see-through/EnvCell/outdoor-node diagnosis (ModelId GfxObj 0x01000A2B IS the
solid exterior) AND an enqueue-once attempt (retail propagates late slices via AddToCell;
the existing PropagatesNewSlicesToExit test caught it; reverted). Adds: Build determinism
test, A8CellAudit gfxobj dump, [pv-input] 6dp probe + [render-sig] outRoot/bshell fields.
No functional fix shipped. Next: higher-precision physics rest trace -> port retail
kill_velocity/contact rest-stability. Canonical: docs/research/2026-06-08-flap-rootcause-physics-rest-handoff.md

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 09:16:12 +02:00
Erik
1405dd8e90 feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
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>
2026-06-07 10:14:43 +02:00
Erik
2b7f5a16c6 fix(render): branch inside/outside on is_player_outside, not the camera cell (PARTIAL)
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>
2026-06-05 17:02:09 +02:00
Erik
9e70031bc6 feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks)
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>
2026-06-05 11:10:32 +02:00
Erik
5177b54bbe feat(A): port find_visible_child_cell + AdjustPosition (Render Residual A primitives)
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>
2026-06-05 10:56:16 +02:00
Erik
9fdf6a5d01 chore(p2): strip cellar-lip dispatch-trace probes after visual confirmation
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>
2026-06-05 09:24:20 +02:00
Erik
cc4590f9e5 fix(p2): cellar-lip wedge — check_other_cells must use the LIVE sphere position
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>
2026-06-05 09:15:19 +02:00
Erik
bc1be26907 test(p2): faithful cellar-lip wedge reproduction + investigation apparatus (no fix yet)
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>
2026-06-05 08:30:36 +02:00
Erik
0935a315bf fix(p2): port retail slide_sphere for head near-miss (cellar wall-slide)
Replace the A6.P4 Collided shortcut in transitional_insert's neg_step_up==0
branch with the faithful CSphere::slide_sphere. Retail
(acclient_2013_pseudo_c.txt:273350-273351, CTransition::transitional_insert):
neg_step_up==0 (HEAD-sphere near-miss) -> slide_sphere -> continue the insert
loop; neg_step_up==1 (foot) -> step_up_slide. The acdream foot branch already
did that; only the head branch took the shortcut (SetCollisionNormal + return
Collided = dead hard-stop). The slide itself is the existing
SlideSphereInternal (Sphere.SlideSphere port): it strips the into-wall
component and keeps the tangential crease (collisionNormal x contactPlane.N).

Surfaced by the B1 near-miss-gate fix (abbd761): once the grounded mover climbs
onto the cottage floor, its head sphere brushes the cellar stairwell walls and
the old hard-stop wedged it (2026-06-04 live capture: 274 (0,-1,0) + 78
(1,0,0) hits, out==current, dead oscillation). Post-fix capture shows 96
hit-and-advanced frames (the body slides along the walls).

Visual-verified 2026-06-04: closed cottage door still BLOCKS (no walkthrough --
drifts sideways along it, retail-faithful); cellar ascent now works (was always
stuck). An intermittent corner-wedge (slide into the -Y/+X wall corner) remains
-- separate finer issue, under investigation.

Core 1310 pass / 4 fail (pre-existing: 3 door documents-the-bug + D4 airborne).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 10:28:59 +02:00
Erik
abbd7615ee fix(p2): Path 5 near-miss = retail num_sphere>1 gate (fixes B1 step-up wedge)
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>
2026-06-04 09:32:55 +02:00
Erik
79fb6e7c23 fix(render): doorway blue-hole — render root clobbered by NPCs (CurrCell per-entity write)
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>
2026-06-03 10:12:38 +02:00
Erik
e5457f9552 fix(physics): Stage 1 — collide-then-pick (remove pre-pick fork) — the flap engine
The ordered pick alone did not stop the cottage doorway flap: the live [cell-transit]
log showed the cell faithfully following a position that cleanly oscillated between two
values at constant Z — the signature of a bistable membership<->collision feedback loop
(user's §4.4 #3, the forked collision).

Root cause: FindEnvCollisions RE-PICKED the cell from the TARGET position (old line 1958)
BEFORE running the primary collision, so the collision geometry (which cell BSP / terrain)
swapped the instant the pick flipped -> position shifts -> pick flips back.

Retail does NOT do this. CEnvCell::find_env_collisions (acclient_2013_pseudo_c.txt:309573)
collides against the cell it was called ON (sphere_path.check_cell, the carried seed) and
picks the NEW containing cell AFTER, in CTransition::check_other_cells (272717->272761:
check_cell = var_4c). Collide-then-pick.

This commit ports that order:
- remove the pre-pick (production); collide against the carried cell (indoor BSP block /
  terrain block unchanged);
- new shared RunCheckOtherCellsAndAdvance() runs the ordered FindCellSet pick +
  multi-valued CheckOtherCells + the carried-cell advance AFTER the primary collision, for
  BOTH indoor and outdoor seeds;
- the outdoor-seed post-step replaces the removed pre-pick's outdoor->indoor re-entry
  promotion (CheckBuildingTransit interior cell + its wall collision on the entry frame).

Cache-null unit-test fallback (ResolveCellId) kept. Full Core suite: 1293 pass / 5 fail =
the documented §10 baseline exactly (2 step-up + 3 door-collision), zero new breakage.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-03 09:36:19 +02:00
Erik
22a184ca68 fix(physics): Stage 1 — verbatim ordered-CELLARRAY membership pick (the R1 flap)
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>
2026-06-03 09:00:12 +02:00
Erik
bc56545634 refactor(physics): Stage 1 — widen cell-candidate helpers to ICollection<uint>
Non-behavioral: lets BuildCellSetAndPickContaining pass an ordered CellArray (next
commit) while existing HashSet-passing test callers compile unchanged. HashSet<uint>
and CellArray both implement ICollection<uint>. Core builds; 9 helper tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-03 08:56:07 +02:00
Erik
b44dd147bc feat(physics): Stage 1 — CellArray ordered/deduped cell collection (retail CELLARRAY)
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>
2026-06-03 08:54:45 +02:00
Erik
5ca2f448d4 fix(physics): R1 membership — current-cell-first hysteresis in find_cell_list pick
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>
2026-06-02 21:51:25 +02:00
Erik
38a52a7dac feat(core): Stage 3 T3.3 — CellGraph.FindVisibleChildCell (retail find_visible_child_cell)
Port CEnvCell::find_visible_child_cell @ 0x0052dc50 (pseudo_c:311397): walk
rootId's StabList + the root itself, return the first EnvCell whose
PointInCell is true for worldPoint. Used to resolve the camera cell in
3rd-person from the physics cell graph rather than a fresh AABB reclassification.
Root is always the player cell (preserves U.4c flap fix). Returns null when
no stab-list cell or root itself contains the query point.

Confirmed (T3.3 Step 1): no production call site uses FindCameraCell for the
camera projection — the only AABB camera resolver is now deleted (T3.1).
FindVisibleChildCell is wired implicitly via Stage 4 (camera-outside-door scenario);
no GameWindow call site needed in Stage 3.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 15:37:10 +02:00
Erik
21ee5e1035 test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation
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>
2026-06-02 15:20:24 +02:00
Erik
59f3a1380d feat(core): Phase W — faithful find_cell_list membership (interior-wins pick + swept determination, drop static :1947)
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>
2026-06-02 14:53:30 +02:00
Erik
d23d1f40dc Revert "feat(core): UCG W2 Task 3 — stab-list doorway hysteresis in ResolveCellId"
This reverts commit 2acd8f9e1d.
2026-06-02 14:09:42 +02:00
Erik
3e1d502101 feat(core): Phase W Stage 1 — return swept sp.CurCellId from ResolveWithTransition (retail SetPositionInternal)
Replace ResolveCellId(sp.GlobalSphere[0].Origin, ...) with SetCurrAndReturn(sp.CurCellId)
in both the OK and partial paths of ResolveWithTransition. Retail's
SetPositionInternal reads sphere_path.curr_cell which ValidateTransition
advances only on accepted moves and reverts on blocks — so a push-back or
standing-still tick cannot flip the cell. The static re-derive from the
resting origin strobes between outdoor 0031 and indoor 0170 at doorway
boundaries because the origin lands just outside the indoor BSP volume
after push-back; the swept cell doesn't.

SetCurrAndReturn is kept in both paths so the W2a CellGraph.CurrCell write
that the render root consumes still fires. ResolveCellId is NOT deleted —
it still has one caller at TransitionTypes.cs:1947 (AddAllOutsideCells).
partialCellId is kept as the degenerate fallback when sp.CurCellId==0
(teleport / physics reset before any transition has run).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 14:09:35 +02:00
Erik
851cecc757 feat(core): Phase W Stage 0 — [cell-swept] diagnostic (swept vs static cell, no behavior change)
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>
2026-06-02 14:08:00 +02:00
Erik
2acd8f9e1d feat(core): UCG W2 Task 3 — stab-list doorway hysteresis in ResolveCellId
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>
2026-06-02 11:22:50 +02:00
Erik
0e27a6cc3f feat(core): UCG W2 Task 1 — ResolveCellId writes CellGraph.CurrCell (additive)
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>
2026-06-02 10:17:09 +02:00
Erik
f2663b7e4b fix(core): UCG Stage 1 — final-review polish (VisibleCells null-guard, Neighbor doc)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 09:44:14 +02:00
Erik
8e703bef22 feat(core): UCG Stage 1 — populate CellGraph from CacheCellStruct + AddLandblock (inert)
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>
2026-06-02 09:29:30 +02:00
Erik
cf5d60d8fb feat(core): UCG Stage 1 — CellGraph resolver + registry + inert CurrCell
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 09:21:12 +02:00
Erik
b4c4318c8b feat(core): UCG Stage 1 — LandCell synthesized from TerrainSurface
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>
2026-06-02 09:17:57 +02:00
Erik
03f08f00c1 fix(core): UCG Stage 1 — ResolvePortalPolygon all-or-nothing (match BuildLoadedCell)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 09:15:37 +02:00
Erik
5bc72d5cd1 feat(core): UCG Stage 1 — EnvCell.FromDat derivation (mirrors BuildLoadedCell)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 09:07:18 +02:00
Erik
76c9e2f07d feat(core): UCG Stage 1 — EnvCell + PointInCell (AABB/BSP)
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>
2026-06-02 08:59:52 +02:00
Erik
9cb15710be feat(core): UCG Stage 1 — ObjCell base + CellPortal
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>
2026-06-02 08:51:55 +02:00
Erik
0013819fa1 docs(render): ARCHITECTURE RESET — indoor render is a 3-gate patchwork; handoff + unified-PView target
A week on the indoor render (Phase U.4 → U.4c → 2026-05-31) fixed the flap but
produced NO shippable progress: walls/ceiling don't seal, outdoor terrain is
visible from inside (#78), the enclosure reads grey/transparent. Root cause is
ARCHITECTURAL, not a bug.

Evidence this session (direct, via the new [shell] probe + screenshots) RULED OUT
every subsystem except the gating architecture: the interior cell shells render
fine (geometry/texture/opaque/depth all correct, zh=0 tr=0); the visibility
traversal computes correct sets + non-empty portal clips; cull mode is fine; the
camera/eye thread was a detour. The residual is that OUTDOOR geometry is not gated
to portal openings when indoors, and acdream enforces visibility THREE inconsistent
ways (TerrainClipMode / per-cell shell clip / entity ParentCellId filter with an
outdoor-stab bypass) instead of retail's ONE PView gate.

This commit is the reset handoff + documentation, not a code fix:
- docs/research/2026-05-31-render-architecture-reset-handoff.md — canonical: honest
  state, evidence ledger (ruled-out / do-not-repeat), the mapped 3-gate patchwork,
  the retail PView target (one traversal → one gate for ALL geometry), the reset
  mission, and a copy-paste pickup prompt.
- docs/architecture/acdream-architecture.md — new "Render Pipeline" SSOT section
  (current divergence + unified-PView target + the one rule: compute visibility
  once, enforce it once). (Doc has pre-existing corruption below this section —
  flagged for separate cleanup.)
- Apparatus: ACDREAM_PROBE_SHELL → [shell] (EnvCellRenderer per-cell prepared/drawn
  geometry + flags) added to RenderingDiagnostics + EnvCellRenderer. Throwaway.
- docs/superpowers/specs/2026-05-31-camera-collision-indoor-engagement-design.md —
  spec for e099b4c (camera collision; now parked as orthogonal to the seam).

Next session: STOP point-fixing; do the architecture reset to a single PView gate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:35:55 +02:00
Erik
e099b4c4a3 fix(physics): M1.5 — viewer-exempt the #98 indoor shadow gate so the camera eye collides the cottage shell enclosure
Root cause: ShadowObjectRegistry.GetNearbyObjects gated the outdoor radial sweep
whenever primaryCellId is an indoor cell — this was the issue-#98 fix that stops the
cottage-floor GfxObj from capping the player's head sphere from the cellar below.
But the camera probe (ObjectInfoState.IsViewer, 0x004) also sweeps with an indoor
primary cell, and the only geometry that encloses a Holtburg cottage in acdream's data
model is the landblock-baked exterior-shell GfxObj (registered cellScope=0, outdoor).
Result: the camera's spring-arm sweep found nothing and flew to full chase distance
(eye ~3.4 m back, outside the player's cell 90% of frames — root cause of all three
post-flap residuals: transparent outer walls, terrain-through-floor, grey stairs).

Fix (Option A, retail-faithful): add isViewer parameter (default false, all existing
callers keep the gate) to GetNearbyObjects. Thread oi.IsViewer from FindObjCollisions
(TransitionTypes.cs ~line 2307) through to the gate. When isViewer=true the outdoor
sweep runs regardless of indoor primary cell — matching retail's SmartBox::update_viewer
(:92761) which calls find_obj_collisions (:308918) with no indoor-cell restriction.
The #98 gate remains in force for IsPlayer and all other non-viewer sweeps.

Retail anchors:
- SmartBox::update_viewer @ acclient_2013_pseudo_c.txt:92761 — viewer transition
  finds geometry via find_obj_collisions; no indoor gate
- find_obj_collisions @ :308918 — iterates shadow_object_list unconditionally
- CObjCell::find_cell_list @ :308751-308769 — retail's own indoor/outdoor branch
  (the model that makes the #98 gate correct for the player)

Also fixes a test-fixture geometry bug: the original RED test had
gfxLeaf.BoundingSphere.Origin in world space (0, ExteriorWallY, 96) instead of
object-local space (0, 0, 0), causing NodeIntersects to return false even when the
gate was bypassed. Corrected to local space; wall polygon vertices/plane also
expressed in local space relative to the GfxObj origin.

Tests (3 new, 1 renamed):
- SweepEye_IndoorCellExteriorGfxObjWall_StoppedByExteriorShell_AfterViewerGateExemption:
  was RED (_CurrentlyFails); now GREEN — camera sweep stopped by exterior GfxObj wall
- GetNearbyObjects_IndoorPrimaryCell_NonViewer_DoesNotReturnOutdoorGfxObj: #98 guard
  (isViewer=false keeps the gate → GfxObj NOT returned)
- GetNearbyObjects_IndoorPrimaryCell_IsViewer_DoesReturnOutdoorGfxObj: viewer-exempt
  guard (isViewer=true bypasses gate → GfxObj IS returned)

App.Tests: 154 pass / 0 fail (was 151/1). Core.Tests: 15 fail (same pre-existing
static-leak flakiness, unchanged from baseline).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 18:49:39 +02:00
Erik
1d47ede007 diag(render): Phase U.4c — ACDREAM_PROBE_FLAP per-frame convergence probe
Per-frame (not cell-change-throttled, so it catches the flicker at a stable root):
[flap] line from the builder — root cell's per-portal side-test D + traverse/cull +
NDC projection, plus OutsideView poly count + visible-cell count; localEye exposes
when the eye has crossed an interior portal plane. Paired [flap-cam] line from the
draw site — FindCameraCell resolution branch (CameraCellResolution enum, new),
eyeInRoot AABB flag (stale-root signal), eye + player worldpos, and the frame's
TerrainMode/OutdoorVisible outcome. Disambiguates side-cull vs empty-projection vs
stale-root. Inert when off (gated). Throwaway apparatus to converge the flap fix.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 10:44:37 +02:00
Erik
0b125830fe feat(render): Phase U.2d — ACDREAM_PROBE_VIS visibility probe in RenderingDiagnostics
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>
2026-05-30 17:11:02 +02:00
Erik
7a244b3291 fix(physics): Phase A8.F — viewer sweeps bypass the 30-step cap (retail-faithful)
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>
2026-05-29 20:35:26 +02:00
Erik
69c7f8db86 feat(render): Phase A8.F — add CameraDiagnostics.CollideCamera flag (default on)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-29 19:00:11 +02:00
Erik
5dc4140c11 feat(render): Phase A8 — indoor visibility + streaming fixes batch
Lands the working A8 indoor-rendering and streaming fixes accumulated this
session. User has verified these visually to some degree (e.g. lifestone /
translucent meshes confirmed fine under the FrontFace flip; bridge / wall /
collision regressions confirmed fixed after travel); not every path has been
exhaustively gated. The cellar-flap defect remains OPEN and will be solved
the retail-faithful way via a dedicated brainstorm (see handoff docs).

Rendering core (reviewed, high confidence):
- EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of
  the 80B CPU InstanceData struct the shader never expected — fixes the
  transform/texture "explosion" for any draw with >1 instance (cells that
  dedupe to a shared cellGeomId). Real root cause.
- WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI
  layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into
  same-cull runs with absolute uDrawIDOffset per run).
- EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) +
  WorldEntity.BuildingShellAnchorCellId so building shells scope to their
  dat-derived building cell instead of rendering everywhere.
- RenderOutsideInAcdream (look into buildings from outside) +
  CollectVisiblePortalBuildings frustum cull of portal bounds.
- Sky-when-inside-building + per-cell audit probe + GL-state probe.

Streaming / perf (test-covered; not independently code-reviewed this session):
- Near/far priority queues so near work wins over far; PromoteToNear carries
  full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids
  rebuilding the animated-lookup dict in the hot draw path. Fixes the
  bridge-not-appearing / missing-walls / broken-collision-after-travel
  regressions and improves post-transition FPS.

Tooling + docs:
- tools/A8CellAudit: offline dat cell/portal/building dumper (portals +
  buildings modes) — reproduces the cellar-flap investigation with no launch.
- docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil
  double-duty finding + the WB-recursive design decision + brainstorm prompt),
  entity-taxonomy, replan, issue-78 visibility investigation.

Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert
provisional pos.w clamp, and the probe families are kept (env-var gated, zero
cost when off) because the pending option-2 cellar-flap brainstorm needs them.
Strip in the option-2 ship commit.

Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8
visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 10:14:50 +02:00
Erik
8532c84f57 feat(render): Phase A8 Wave 5 — probe trail ([envcells]/[stencil]/[draworder]/[buildings])
Probe emitters wired (replaces the Task 8 stubs). All gated on
ACDREAM_PROBE_VIS=1 (everything) or ACDREAM_PROBE_ENVCELL=1
([envcells] only):

- [envcells] frame=N cells=N tris=N ourBldgs=N otherBldgs=N filterCnt=N
  Fires once per Render call inside RenderInsideOutAcdream Step 3.
  Reads CellsRendered + TrianglesDrawn from EnvCellRenderer.Stats.

- [stencil] op={mark|punch} bld=0xHHHHHHHH verts=N
  Fires after every IndoorCellStencilPipeline.RenderBuildingStencilMask
  call (Steps 1, 2, 5a, 5b, 5d) — surfaces LastStencil* probe fields
  added in Wave 1's Task 7 extension.

- [draworder] frame=N step=Xy stencil={on|off} depthFn=0xHHH depthMask={true|false}
  Fires at each step boundary (entry to Step 1/2/3/4/5{a,b,c,d}).
  Reads live GL state via glGetInteger so divergence between assumed
  vs actual state is immediately visible.

- [buildings] camCell=0xHHHHHHHH camBldgs=[0x1,0x2,...] otherBldgs=N totalKnown=N
  Fires once per indoor frame at the top of RenderInsideOutAcdream.
  totalKnown sums BuildingRegistry.Count across all loaded landblocks.

Per-frame counter _phaseA8DrawOrderFrame incremented once per render
tick after the existing [vis] probe block (line 7104).

New env-var flag ACDREAM_PROBE_ENVCELL in RenderingDiagnostics +
ProbeEnvCellEnabled property (true OR ProbeVisibilityEnabled).

Mandatory acceptance criteria (process rule "no visual-gate launch
without probe data first") to check FROM the log BEFORE asking the
user for visual verification:
  - [buildings] camBldgs=[0x...] non-empty when inside a cottage
  - [envcells] cells>=1 tris>=1 filterCnt>=1 for at least one indoor frame
  - [stencil] op=mark verts>0 fires per camera-building
  - [draworder] shows the full Step 1 → 2 → 3 → 4 → 5{a,b,c,d} cycle

Build green. 82/82 App.Tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 15:14:45 +02:00
Erik
ed72704f7b feat(world): Phase A8 R1 — tag WorldEntity.IsBuildingShell at LandblockLoader
Adds a bool flag at the WorldEntity data layer set by LandblockLoader from
the source dat array: LandBlockInfo.Buildings → true (cottage walls, inn
walls, smithy walls); LandBlockInfo.Objects → false (trees, lampposts,
rocks, hitching posts).

Retail anchor: CLandBlock::init_buildings reads a separate BuildInfo**
array from objects (acclient.h:31893 num_buildings / buildings field;
acclient_2013_pseudo_c.txt:313854 init_buildings entry). WorldBuilder
preserves the same distinction via SceneryInstance.IsBuilding
(StaticObjectRenderManager.cs:334). Today acdream's loader reads both
arrays into the same WorldEntity pool with no tag, destroying the
distinction (the comment at GameWindow.cs:5175 already acknowledges this
gap for scenery suppression). This commit closes the gap.

Render-time consumption arrives in R2 (EntitySet partition refactor).
Two new LandblockLoader tests lock the tagging behavior.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 11:31:11 +02:00
Erik
6577c0a21c feat(render): Phase A8 — RenderingDiagnostics.ProbeVisibilityEnabled
Adds the ACDREAM_PROBE_VIS=1 env-var-toggleable flag for the indoor-cell
visibility culling pipeline (#78). Mirrors the existing ProbeIndoor*
pattern. DebugVM checkbox follows.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 07:47:56 +02:00
Erik
a64e6f20da refactor: #100 — remove hiddenTerrainCells / BuildingTerrainCells plumbing
Retired in favour of Task 1's retail-faithful terrain shader Z nudge.
Pure removal — ~50 LOC of dead surface area across:

  - src/AcDream.Core/Terrain/LandblockMesh.cs (drop parameter +
    cell-collapse block)
  - src/AcDream.Core/World/LoadedLandblock.cs (drop field)
  - src/AcDream.Core/World/LandblockLoader.cs (drop method + call)
  - src/AcDream.App/Rendering/GameWindow.cs (3 sites)
  - src/AcDream.App/Streaming/GpuWorldState.cs (6 ctor sites)
  - src/AcDream.App/Streaming/LandblockStreamer.cs (1 ctor site)
  - tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs (drop test)
  - tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs (drop test)

No retail anchor — the deleted mechanism never had one; this commit
rolls our code back to the actual retail behaviour established in
the prior commit's shader nudge.

ISSUES.md #100 moved to Recently closed.

Cross-ref:
  docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md
  docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 21:37:53 +02:00
Erik
5240d654df fix(physics): #101 — suppress mesh-aabb-fallback for phantom GfxObj stabs
The 10 stair-step cyls (entities 0x40B5008A..0x40B50095 in Holtburg
cells 0xA9B40159/A) are synthesized by the mesh-aabb-fallback path
from the visual mesh AABB of GfxObj 0x0100081A — which has
HasPhysics=False and no PhysicsBSP. Retail's CPartArray::InitParts
emits no collision in this case; acdream now matches that by
consulting PhysicsDataCache.IsPhantomGfxObjSource (added in the
previous commit) and skipping synthesis when the predicate fires.

The actual staircase collision is on entity 0x40B50089 (GfxObj
0x01000C16, hasPhys=True, BSP radius 2.645m) — same staircase BSP
that retail uses. After this fix, only that BSP fires; the
phantoms are gone.

Visual verification pending (next step in plan); the BSP dump
from ACDREAM_DUMP_GFXOBJS=0x01000C16 will confirm whether
0x01000C16 has walkable inclined polys for the climb to actually
land. If not, a follow-up issue is needed; the cyl phantom is
closed either way.

Also updates PhysicsDataCache.cs XML doc line reference from
6116 to 6127 (drifted by the 11-line isPhantomGfxObj block
inserted above the guarded if).

Refs docs/research/2026-05-25-a6-stairs-cyl-retail-investigation.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 19:51:45 +02:00
Erik
f6305b1e3c feat(physics): #101 — add IsPhantomGfxObjSource predicate
Retail's CPartArray::InitParts emits collision shapes only from
Setup-level CylSpheres/Spheres or per-Part PhysicsBSP — never
from visual mesh AABBs. The predicate captures the retail rule:
a stab whose source is a GfxObj (high byte 0x01) with no cached
GfxObjPhysics is phantom (no collision). Wired into GameWindow's
mesh-aabb-fallback synthesis in the next commit.

Refs docs/research/2026-05-25-a6-stairs-cyl-retail-investigation.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 19:45:18 +02:00
Erik
888272aad1 fix(phys): A6.P7 — retail-binary cyl-vs-BSP dispatch (HAS_PHYSICS_BSP_PS gate)
Closes the door-cyl phantom slide where a sphere approaching a closed
cottage door at NE/SE headings could be blocked by the cyl's radial
normal contaminating the slide tangent into the slab face (live
evidence in door-a6p6-v2.utf8.log: 12 resolves with
cn=(0.86,0.51,0) attributed to door entity 0x000F4245).

Retail anchor: CPhysicsObj::FindObjCollisions at
acclient_2013_pseudo_c.txt:276861 dispatches BINARILY between
BSP-only and cyl+sphere based on HAS_PHYSICS_BSP_PS (0x10000 in
acclient.h:2833). For non-PvP, non-missile movers — every M1.5
scope walking-vs-static scenario — an entity with the flag set
tests its BSP exclusively; the foot cyl is never tested. ACE
confirms the truth table at PhysicsObj.cs:412-450 (HasPhysicsBSP,
missileIgnore, exemption).

Our dispatcher iterated every ShadowEntry independently and tested
both the cyl AND the BSP for a closed door. Cyl was registered
first (FromSetup walk order), and its diagonal radial slide normal
"won" attribution at the early-return on first non-OK. Result was
out=in for tangential motion along the door face.

Changes (~15 LOC + 7 unit tests):
- PhysicsStateFlags.HasPhysicsBsp = 0x00010000 (PhysicsBody.cs)
- Transition.BspOnlyDispatch(uint state) static predicate
  (TransitionTypes.cs) — mirrors retail's branch with M1.5 scope
  defaults (ebp_1 and eax_12 treated as false; wire PvP / missile
  refinements when those scopes ship)
- Per-entry guard in FindObjCollisions cyl/sphere branch
  (TransitionTypes.cs:2433) — continue when BspOnlyDispatch fires,
  with [cyl-skip-bsp] diagnostic line gated on ProbeBuildingEnabled
- A6P7DispatchRulesTests (7 tests, all GREEN): flag value + 6
  parameterized predicate cases

Verification: 14-test keep-green list from the 2026-05-25 handoff
passes (5 BSPQueryTests.FindCollisions_Path5_*, 2 CellTransitTests.A6P5_*,
2 DoorCollisionApparatusTests.Apparatus_DeadCenter_*,
5 DoorBugTrajectoryReplayTests, 1
CellarUpTrajectoryReplayTests.LiveCompare_FirstCap_FixClosesCottageFloorCap).
Total: 20/20 pass including the new 7-test predicate suite.

The DocumentsBug test (Apparatus_Grounded_50cmOffCenter) fails
post-fix BUT was already failing pre-fix in the worktree baseline
(verified by stashing the fix and re-running — same failure mode:
sphere blocks at start with floor normal (0,0,1)). Not in the
keep-green list, so this is a known pre-existing condition; the
test's own header comment instructs flipping the assertion when
the fix lands.

Investigation:
docs/research/2026-05-25-a6-door-cyl-retail-dispatch-investigation.md

Needs visual verification at Holtburg cottage door (NE/SE approach
should now slide smoothly along the door face — zero [cyl-test]
log lines attributed to door entity, replaced by [cyl-skip-bsp]).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 16:35:32 +02:00
Erik
3d4e63f9c8 fix(phys): A6.P6 — cylinder step-over for Contact movers (CCylSphere::step_sphere_up)
Retail's CCylSphere::intersects_sphere at acclient_2013_pseudo_c.txt
:324626-324641 routes the Contact-state branch through step_sphere_up
(line 324516), not slide. The step-up check at line 324519-324524:

  cyl_clearance = sphere.radius + cyl.height - offset.z
  if (step_up_height < cyl_clearance) → slide  (cyl too tall)
  else → DoStepUp, on failure → step_up_slide

For the cottage door's foot cyl (h=0.20m, r=0.10m) at standing height,
cyl_clearance = 0.30m and player step_up_height = 0.60m, so the sphere
steps over the cyl easily — no radial push-out.

Pre-fix bug (live trace door-phantom.utf8.log 2026-05-25 PM):
when the player slid along the closed cottage door's slab face, the
foot cyl fired Slid with radial outward push at the door's middle X
(cn=(0.64,0.77,0) etc.) — a "phantom collision" that broke the slide.
Cause: A6.P5's cellSet expansion made the door reliably visible from
all approach angles, exposing this pre-existing behavior. Pre-A6.P5
the cyl wasn't visible from many approach angles so the phantom rarely
fired; the underlying mismatch with retail was always there.

Fix: in CylinderCollision, when oi.Contact && !sp.StepUp && !sp.StepDown
and engine is non-null, compute cyl_clearance, and if step_up_height
allows it, call DoStepUp with the cyl's radial collision normal. On
success the sphere is repositioned past the cyl (returns OK). On
failure (no walkable surface beyond — e.g., a wall behind the cyl),
fall back to StepUpSlide which uses SlideSphereInternal's crease
projection — smoother tangent slide than the radial push.

Conformance:
  - All A6P5 unit tests + Path 5 tests + Apparatus_50cmOffCenter_* +
    Apparatus_DeadCenter_* + Directional_OutsideIn/InsideOut + issue #98
    LiveCompare_FirstCap_FixClosesCottageFloorCap pass in isolation.
  - Full Core suite failure count unchanged (17 baseline → 17 with-fix);
    diff is documented static-leak flakiness, no real regressions.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 14:29:54 +02:00
Erik
3b1ae83931 fix(phys): A6.P5 — unconditional outdoor expansion in CellTransit BFS
Retail's CObjCell::find_cell_list at acclient_2013_pseudo_c.txt:308742-
308869 walks vtable[0x80] on every cell in the array and adds portal-
reachable cells unconditionally — without testing each portal plane
against the sphere. Our exit-portal branch in FindTransitCellsSphere
gated outdoor inclusion on sphere-plane overlap (exitOutside fired
only when the sphere physically straddled the exit portal plane).

That gate produced the cottage-door over-penetration bug verified in
A6P5_BuildCellSetFromIndoorStart_ReachesDoorOutdoorCell: BFS from
indoor cell 0xA9B4013F expanded to 0xA9B40150 (which has an exit
portal) but the sphere — in 0xA9B4013F's volume — wasn't at 0xA9B40150's
exit portal plane, so exitOutside stayed false and the door's outdoor
cell 0xA9B40029 wasn't added to the cellSet. The cell-crossing tick's
collision query missed the door and the sphere committed 0.27 m INTO
the slab.

Fix: exit portals contribute exitOutside=true by topology
(OtherCellId == 0xFFFFu), not by sphere overlap. AddAllOutsideCells
is deduped to once per BFS so the radial pattern is added exactly
once when any BFS-visited cell has an exit portal.

Conformance: A6P5_BuildCellSetFromIndoorStart_ReachesDoorOutdoorCell
now passes. A6P5_BuildCellSetFromAlcove_AlsoReachesDoorOutdoorCell
(regression guard for the previously-sometimes-working case) stays
green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 12:53:31 +02:00
Erik
7910d51e7a diag(phys): A6.P5 [cellset-build] probe — log BuildCellSetAndPickContaining output
One [cellset-build] line per call when ACDREAM_PROBE_CELLSET=1: seed cell,
sphere world XY, candidate count, full candidate id list. Used to prove
the cellSet for the player's start cell doesn't include the door's outdoor
cell across the over-penetration tick.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 12:40:58 +02:00